Editing PS2 Emulation

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= Description =
= Description =


The PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3. Some issues on PS3's PS2 emulator were left unfixed on the PlayStation 4. Consequently, the PS4 inherited some of PS3's emulation glitches, and even introduced new ones. The new issues came as a result of PS4's weakness with emulation, which likely resulted in the trade of accuracy for performance.
PlayStation 2 emulation on PS4 is handled slightly differently comparing to PS3. Each PS2 game PS4 package file (.pkg) include emulator itself, so there is no included emulator in PS4 firmware. Although PS4 firmware have some PS2 emulator specific features, like functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.
Fact that emulator is now included in game pkg, is slightly complicating providing compatibility list. As emulators include some per title patches, and different default settings. Currently most used emulators came from Rogue Galaxy, and Jak games. Next difference is that BIOS in external file is included in .pkg, anyway it is exactly the same BIOS used in ps2_netemu. Another important difference is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file, but emulator still support LIMG sector that allow use non-2048 sector size discs. Memory card is also decrypted, but emulator check crc of some of it regions to ensure that fresh card is not modified. PS2 Emulator supports LUA scripting by "Lua Bridge", is powerful interface that provide many possibilities to improve compatibility.
This is first time when sony need really care about floats in their emulator. Comparing to PS3 CPU, x86-64 is doing worse job in mimic PS2 FPU, and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. Emulator use openCL for GS, and probably other components.


Each PS2onPS4 package file (.pkg) includes the PS2 emulator itself. The PS4 does not have a native built-in emulator in its System Software, but it does have a few PS2 emulator specific features, like the usermode functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, and sceSystemServiceShowImposeMenuForPs2Emu.
=Memory Mapping=


The PS2 emulators are programmed to be accurate for the games they were designed to emulate. In turn, this makes accurate emulation challenging, as emulators include per-title patches and different default settings. The PlayStation 2 hardware is a complex system to emulate; any small change in configuration can make or break a game. Currently, the most commonly used emulator is "Jakv2" from Jak games, as it is the most compatible one out there. When game crashes are concerned in an emulated PS2 game, then the Resident Evil Code: Veronica X's emulator is typically used, whereas for VU accuracy it is Rogue Galaxy's.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
 
! Name !! From !! To
The PS2 BIOS is included in the game's pkg file. It is the same PS2 BIOS as used in the ps2_netemu in PS3 Operating System. The lack of encryption mechanism for PS2 game disc image files is also huge. This time, it is a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Moreover, memory cards are also unencrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. The PS2 emulator on PS4 also supports LUA scripting by a "Lua Bridge", which is a powerful interface that may prove exceptionally handy in fixing games.
 
This is first time that Sony has ever cared about floats in its emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses OpenCL for GS, and likely other components as well.
 
= Emulator Configuration =
The emulator can be configured through 4 files.
 
== Files ==
 
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.
 
== Commands ==
The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file.
=== config-emu-ps4.txt commands ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Misc ||  ||
|-
|-
| --config-local-lua ||   ||   || --config-local-lua=""
|EE Flat Memory (4gb)              || 0x0000008000000000 || 0x0000008100000000
|-
|-
| --lopnor-config ||  0,1  ||  Enables limited PS3's PS2 config support || --lopnor-config=1
|IOP Flat Memory (4gb)            ||  0x0000009000000000 ||  0x0000009100000000
|-
|-
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
|R59 Binary Cache                  || 0x0000000914B10000 || 0x0000000916B10000
|-
|-
| --max-console-spam ||  ||  ||
|R30 Binary Cache                  ||  0x0000000916B14000 ||  0x0000000917314000
|-
|-
| --path-snaps || dir/folder ||  Path to savestates folder || --path-snaps="/tmp/snapshots"
|jitVU0                            || 0x0000000917318000 ||  0x0000000917B18000
|-
|-
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|jitVU1                            || 0x0000000917B1C000 || 0x0000000918B1C000
|-
|-
| --path-memcards || dir/folder ||  ||
! !! Host's EE Memory Map !!
|-
|-
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|EE RAM - Kernel                  || 0x0000008000000000 || 0x0000008000080000
|-
|-
| --emulog-file || 0, 1 ||  Creates a log file with information that is rarely useful || --emulog-file=1
|EE RAM - Debug                    || 0x0000008000078000 ||  0x0000008000080000
|-
|-
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command || --path-emulog="/tmp/recordings"
|EE RAM - User                    || 0x0000008000080000 ||  0x0000008002000000
|-
|-
| --path-manual || dir/folder ||  ||
|EE Hw Devices                    || 0x0000008010000000 || 0x0000008010010000
|-
|-
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
|EE ROM                            || 0x000000801FC00000 || 0x000000801FFE0000
|-
|-
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|EE RAM - Uncached                || 0x0000008020080000 || 0x0000008022000000
|-
|-
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|EE RAM - UncachedAccel            || 0x0000008030100000 || 0x0000008032000000
|-
|-
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|EE Scratchpad                    || 0x0000008070000000 || 0x0000008070004000
|-
|-
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
|EE Debug                          || 0x00000080FFFF8000 || 0x0000008100000000
|-
|-
| --snapshot-name || ||  ||
! !! Host's IOP Memory Map !!
|-
|-
| --snapshot-datafile ||  ||  ||
|IOP RAM                          ||  0x0000009000000000 ||  0x0000009000200000
|-
|-
| --snapshot-restore ||  ||  ||
|IOP RAM (mirror 1)                ||  0x0000009000200000 ||  0x0000009000400000
|-
|-
| --snapshot-save || frameId(?) ||   ||
|IOP RAM (mirror 2)               || 0x0000009000400000 || 0x0000009000600000
|-
|-
| --snapshot-mcd-files ||  ||  ||
|IOP RAM (mirror 3)                ||  0x0000009000600000 ||  0x0000009000800000
|-
|-
| --snapshot-repeat || repeat_count ||  ||
|IOP Scratchpad                    || 0x000000901F800000 || 0x000000901F801000
|-
|-
| --snapshot-modulo ||  ||  ||
|IOP HW                            ||  0x000000901F801000 ||  0x000000901F810000
|-
|-
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|IOP ROM                          || 0x000000901FC00000 || 0x000000901FFE0000
|-
|-
| --host-window-scale || scale/float ||  || --host-window-scale=0.5
|}
 
=Open CL and Floats=
 
PS4 native Floating point supports and OpenCL info, for both CPU, and GPU. Understanding of floating points conversion is very important in emulating PS2.
<br>Below info comes from this gist: https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md
<br>There you can find more info about PS4 OpenCL.
 
==CPU==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
|-
|-
| --host-window-pos || x,y ||  ||
| Device Name                                ||  CXD90026AG - DG1002FGF84HT
|-
|-
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
| Device Vendor                              ||   AuthenticAMD
|-
|-
| --host-graph || fps || Debug option that requires an unleaked debug ps2 bios || --host-graph=fps
| Device Vendor ID                            ||   0x1022
|-
|-
| --host-osd || verbose, minimal ||  || --host-osd=0
| Device OpenCL C Version                    ||  OpenCL C 1.2 pocl
|-
|-
| --host-vsync || 0, 1 ||  Enable or disable vsync || --host-vsync=1
| Device Type                                ||   CPU
|-
|-
| --host-trophy-support ||  ||  ||
| Max compute units                          ||  8
|-
|-
| --rtc-epoch ||  unix_time (seconds since epoch) ||  || --rtc-epoch=1523776362
| Max work item dimensions                    ||  3
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| Max work item sizes                        ||   4096x4096x4096
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| Max work group size                        ||   4096
|-
|-
| --framelimit-scalar || scalar/float || || --framelimit-scalar=3.2
| Preferred work group size multiple          ||   8
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
! Half-precision Floating-point support      !!  (n/a)
|-
|-
| --ps2-lang || system  || Sets language. Might seem like a useless command, but a tiny number of games refuse to boot without a selected language. || --ps2-lang=system
! Single-precision Floating-point support    !!  (core)
|-
|-
| --ps2-title-id || XXXX-YYYYY Example: (SLUS-21515) || Sets title-id for patches. Requires the game's region code as value || --ps2-title-id=SLES-50366
| Denormals                                  || Yes
|-
|-
| --verbose-cpu-cycles=1 || 0,1 || ? || --verbose-cpu-cycles=1
| Infinity and NANs                          || Yes
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| Round to nearest                            || Yes
|-
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
| Round to zero                              || Yes
|-style="background-color:#ff8080"
|  || Audio || ||
|-
|-
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
| Round to infinity                          || Yes
|-
|-
| --path-audio-images || dir/folder ||  ||  
| IEEE754-2008 fused multiply-add            || No
|-
|-
| --record-audio ||  ||  ||  
| Support is emulated in software            || No
|-
|-
| --record-audio-img ||  ||  ||  
| Correctly-rounded divide and sqrt operations|| Yes
|-
|-
| --record-audio-image ||  ||  ||
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|-
|-
| --record-audio-ext ||  ||  ||  
| Denormals                                  || Yes
|-
|-
| --host-audio || 1,0,on,off,mono ||  || --host-audio=1
| Infinity and NANs                          || Yes
|-
|-
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
| Round to nearest                            || Yes
|-
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
| Round to zero                              || Yes
|-
|-
|-style="background-color:#D7EF54"
| Round to infinity                          || Yes
|  || Controllers || ||  
|-
|-
| --ds4-deadzone-adjust ||  ||  ||  
| IEEE754-2008 fused multiply-add            || Yes
|-
|-
| --ds4-diagonal-adjust ||  ||  ||  
| Support is emulated in software            || No
|-
|-
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
! Execution capabilities                      !!
|-
| --host-gamepads || 0, 1 ||  || --host-gamepads=1
|-
|-
| --pad-record ||  0, 1  ||  Enables logging pad info in emulog ||
| Run OpenCL kernels                          || Yes
|-
|-
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
| Run native kernels                          || Yes
|-
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
| SPIR versions                              || 1.2
|-
|-
| --mtap2 || Disabled, Always, ByHost || Multitap switch. Some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that, we need to disable the first mtap. In some cases, the emulator can be flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1 by using memory patches. || --mtap2=always
| Device Extensions                          ||   <div align="left"><pre> cl_khr_byte_addressable_store
|}
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_3d_image_writes
cl_khr_spir
cl_khr_fp64
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics </pre></div>
|-
|}


=== XXXX-YYYYY_cli.conf commands ===
==GPU==


<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values.
All commands are pre-made. Creating new CLI commands is impossible.
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges.
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
====EmotionEngine (MIPS-IV)====
=====[https://www.psdevwiki.com/ps2/Emotion_Engine EE]=====
<pre>Commands for the emulated Emotion Engine. These commands may improve performance, prevent crashes, or provide better core sync.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Info !! Values
|-style="background-color:#7698FF"
|  || Speedhacks / Desync Fixes|| ||
|-
|-
| --ee-cycle-scalar ||Slowest cycles speed: 5.00<br>Normal cycles speed: 1.000<br>Fastest cycles speed: 0.100 ||  Can benefit core sync or performance (lowering the cycle rate may affect FMVS). The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. (Possibly divides 100 with the entered value and sets the result as EE's clock speed percentage % .) || --ee-cycle-scalar=1.0
|Device Name                                  ||   AMD LIVERPOOL
|-
|-
| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues.|| --ee-context-switch-cycles=2700?
|Device Vendor                                ||   AMD
|-
|-
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. It is believed that AdvanceClock stalls the EE for a specified amount of cycles, while FastForwardClock behaves similarly. They are commonly used on affected COP2 instructions. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
|Device Vendor ID                            ||   0x1002
|-
|-
|-style="background-color:#D7EF54"
|Device Version                                |OpenCL 1.1
|| Game fixes || ||
|-
|-
| --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
|Device OpenCL C Version                      || OpenCL C 1.1
|-
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || Register allocation setting. Setting it to 0 may prevent crashes. ||  
|Device Type                                  || GPU
|-
|-
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
|Max compute units                            || 18
|-
|-
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
|Max work item dimensions                      || 3
|-
|-
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none
|Max work item sizes                          || 256x256x256
|-
|-
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) || --ee-ignore-segfault=readwrite
|Max work group size                            || 256
|-
|-
| --ee-native-function || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328
|Compiler Available                              || Yes
|-style="background-color:#FFAA00"
|  || Other || ||
|-
|-
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode (Likely a debug log option) || --ee-jit-disasm=1
|Preferred work group size multiple            || 64
|-
|-
| --ee-ignore-break || 0, 1 || Turns a BREAK instruction into a NOP Instruction. ||
!Half-precision Floating-point support        !!  (cl_khr_fp16)
|-
|-
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
|Denormals                                    || No
|-
|-
| --ee-jit-opt-debug || 0, 1 || ||
|Infinity and NANs                            || Yes
|-
|-
| --ee-pc-coherency || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
|Round to nearest                              || Yes
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
|Round to zero                                || No
|-
| --ee-inst-marking || 0,1? || ||  
|-
|-
| --ee-insn-marking || 0,1? || ||  
|Round to infinity                            || No
|-
|-
| --ee-kernel-hle ||  0, 1 || High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part. ||  
|IEEE754-2008 fused multiply-add              || No
|-
|-
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
|Support is emulated in software              || No
|-
|-
| --ee-injection-title || 0, 1 || Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply per title patches which run previously prepared x64 code instead of recompiling real code part. ||
!Single-precision Floating-point support    !!    (core)
|-
|-
| --ee-validate-kernel || 0, 1 || ||  
|Denormals                                    || No
|-
|-
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
|Infinity and NANs                            || Yes
|-
|-
| --ee-regalloc-preserve-scalar || LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|Round to nearest                              || Yes
|-
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WriteOnly WO, RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|Round to zero                                || No
|-
|-
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|Round to infinity                            || No
|-
|-
| --vtune-ee || ||  ||
|IEEE754-2008 fused multiply-add              || No
|-
|-
| --ee-live32 || 0,1? || ||  
|Support is emulated in software              || No
|-
|-
| --ee-cache-breaks-block || 0,1 || End recompiler block on r5900 cache opcode. ||
|Correctly-rounded divide and sqrt operations  || No
|-
|-
| --ee-evt-check-full || 0, 1 || Perform more accurate EE event check ||
!Double-precision Floating-point support      !!  (cl_khr_fp64)
|-
|-
| --ee-peephole || 0, 1? || ||
|Denormals                                    || Yes
|-
|-
| --ee-load-rewrites || 0,1? || ||  
|Infinity and NANs                            || Yes
|-
|-
| --ee-store-rewrites || 0,1? || ||  
|Round to nearest                              || Yes
|-
|-
| --ee-precompile-trace || || ||
|Round to zero                                || Yes
|-
|-
| --ee-penalize-short-blocks || 0, 1 || Add cycles to short recompiled blocks? ||
|Round to infinity                            || Yes
|-
|-
| --ee-mem-check-eob || || EE memory check end of block ||  
|IEEE754-2008 fused multiply-add              || Yes
|-
|-
| --ee-insn-callmark || || ||
|Support is emulated in software              || No
|-
| --ee-inline-limit-full || insn_count/integer ||  ||
|-
|-
| --ee-inline-limit-partial || || ||
!Execution capabilities !!
|-
|-
| --ee-stlf-cycle-threshold || ? ||?||  
|Run OpenCL kernels                            || Yes
|-
|-
| --detect-idle-ee || 0, 1 ||  || --detect-idle-ee=1
|Run native kernels                            || No
|-
|-
|}
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16</pre></div>
|-
|}
 
= Emulator Configuration =
 
== Files ==
 
Emulator configuration is probably handled by 4 files:
 
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.
 
== Commands ==
 
=== config-emu-ps4.txt commands ===


=====FPU=====
<pre>The FPU is a fast single-precision unit that typically serves the EE by calculating in-game physics. It mostly controls the accuracy of the movement of in-game objects, or the game's gravity as a whole. In some cases, it is best to use COP2 commands with the FPU's to ensure the accuracy of the game's geometrical calculations.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --fpu-no-clamping ||  0, 1 || Changes the clamping behavior of the FPU. It's set to 1 by default. Might fix freezing issues, or misplaced characters/items (Inaccuracies with in-game physics) || --fpu-no-clamping=0
| --gs-uprender || none, 2x2 || Internal resolution uprender || --gs-uprender=2x2
|-
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0
|-
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0
|-
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-muldiv  || 0 = Disabled<br>1 = Enabled  || Allows the FPU to accurately Divide/Multiply by 0 for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1
|-
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1
|-
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
|-style="background-color:#7698FF"
| --gs-upscale || none, gpu, edgesmooth, motionvec || upscaler? || --gs-upscale=EdgeSmooth
| || Speedhacks || ||
|-
|-
| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default, disabling it helps with achieving full FPU accuracy. || --fpu-rsqrt-fast-estimate=1
| --config-local-lua ||  ||  || --config-local-lua=""
|-
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
|-
|-
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for CLI FPU muldiv commands. || --fpu-accurate-mul-fast=1
| --record-audio ||  ||  ||  
|-style="background-color:#FFAA00"
|| Other || ||
|-
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
| --record-audio-img || || ||  
|-
|-
| --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate). Limited testing shows that infinity is still wrong at 7F7FFFFF, rather than 7FFFFFFF with it enabled. || --fpu-to-double=1
| --record-audio-image || ||  ||  
|-
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
|-
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=1
|-
|}
 
===== COP2 =====
 
<pre>VU0 Macro-mode. These commands assist the FPU.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|| Speedhacks || ||
|-
|-
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) setting it to 0 can in some cases improve FPU accuracy. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
| --record-audio-ext || ||  ||  
|-
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
|-
| --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
|-
| --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and div by Zero flags in status register, and therefore improve performance. Can be used as a speedhack to skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --cop2-no-clamping ||  0, 1 || Changes the clamping behavior of the COP2. The default value is set to 1. || --cop2-no-clamping=0
| --max-console-spam ||  ||  ||  
|-
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567
| --path-snaps || dir/folder || Path to savestates folder || --path-snaps="/tmp/snapshots"
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1
|-
| --cop2-accurate-addsub ||  1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
|-
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. || --cop2-accurate-addsub-range=0x123456,0x134567
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|-
|-
|-style="background-color:#FFAA00"
| --path-audio-images || dir/folder ||   ||  
|| Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
| --path-memcards || dir/folder ||   ||
|-  
|-
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|-
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
|-  
| --cop2-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
|-
| --cop2-use-rsqrt || 0, 1 || Enables SSE RSQRT || --cop2-use-rsqrt=0
|-
| --cop2-clamp-operands || 0, 1 || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
|-
|}
 
==== Vector Units (VU) ====
 
===== VU =====
 
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. They fix broken or missing geometry, black screens, and crashes.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#ff99c2"
| || Graphical fixes || ||
|-
|-
| --vu-xgkick-delay  || Limit is between (0 => 31)  || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. A game with missing graphics will require a low value such as 0, while one that crashes might require a high value such as 7.|| --vu-xgkick-delay=8
| --path-emulog || dir/folder ||   || --path-emulog="/tmp/recordings"
|-
|-
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics.|| --vu-custom-min-max=0
| --path-manual || dir/folder ||   ||
|-
|-
|-style="background-color:#D7EF54"
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
| || Game fixes || ||
|-
|-
| --vu-hack-triace  || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|-  
|-
| --vu-branch-hazard || 0, 1 || This command relates to how the emulator handles branch hazards in the Vector Units (VU). Setting it to 0 is the compatible option, while 1 might improve performance. Seems to be enabled by default. Disabling it managed to prevent "'''Batman - Rise of Sin Tzu'''" from crashing|| --vu-branch-hazard=0
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|-  
|-
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|-  
| --vu-to-double || 0, 1 || Converts floats to double. Enabling it is the accurate option.  || --vu-to-double=1
|-
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
|-
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
| --snapshot-name ||  ||  ||  
|- 
| --vu-opt-jr-caching || 0, 1 || Optimize Jump Register caching. (vi15). Won't work with most emulators but will work on Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
|-style="background-color:#FEA15C"
|| Other || ||
|-
|-
| --vu-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. ||  --vu-d-bit=0
| --snapshot-datafile ||  ||  ||  
|-
|-
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
| --snapshot-restore ||  ||  ||  
|-
|-
| --vu-inst-mflag || 0, 1 || Instant macflag? It's enabled by default. When disabled, some texture chunks pop and fade. || --vu-inst-mflag=1
| --snapshot-save || frameId(?) ||   ||
|-  
| --vu-inst-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
|-
| --vtune-vu || ? || ? ||
|-
| --vu-jit-disasm || 0, 1, 2 || ? || --vu-jit-disasm=1
|-  
| --vu-range-merge || vu_inst_cnt || ? ||
|-
|}
 
===== VU1 =====
 
<pre>VU1 is the Graphics Synthesizer’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS (graphical glitches).</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu1-mpg-cycles  || 0 - 400000 || Set initial speed for VU1 Micro-programs. 100 is the default value. If VU1 requirements were a bottleneck, increasing it will result in better performance while decreasing it will result in the opposite. Increasing it can be beneficial for MTVU sensitive games.|| --vu1-mpg-cycles=1000<br>--vu1-mpg-cycles=850,$037,$7b3<br>--vu1-mpg-cycles=950,0xffffffff<br>--vu1-mpg-cycles=1166,$000<br>--vu1-mpg-cycles=2600,-1
| --snapshot-mcd-files || || ||  
|-
|-
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
| --snapshot-repeat || repeat_count ||   ||
|-
|-
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues but with higher compatability.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
| --snapshot-modulo || || ||  
|-
|-
| --vu1-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
| --switch-disc-reset || 0,1 || 0 Can be used to prevent Resetting The game when switching multiple discs, Useful for games Like SW2 that have Import data Feature || --switch-disc-reset=1
|-
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
|-
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog
|-
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog
| --ds4-deadzone-adjust || ||  ||  
|-
|-style="background-color:#D7EF54"
|| Game fixes / Graphical fixes || ||
|-
|-
| --vu1 || jit-sync ||  Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
| --ds4-diagonal-adjust || ||  ||  
|-
|-
| --vu1-no-clamping ||  0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2, with 0 being closest to extra, and 1 to extra + preserve sign. The default emulator's value is 1. || --vu1-no-clamping=0
| --host-pad-loses-focus ||  || || --host-pad-loses-focus=1
|-  
|-  
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
| --host-gamepads || || --host-gamepads=1 Fixes urban reign detecting only 1 controller || --host-gamepads=1
|-
|-
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x7FF) ||  Allows the VU1 to accurately add/subtract in the specified ee memory range by using software floats rather than hardware floats.|| --vu1-accurate-addsub-range=0x0000,0x0600
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x7FF) || Allows the VU1 to accurately multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --vu1-mul0fix-range=0x123,0x123
|-
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1
|-
|-
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus. Sony uses it for their official release of Primal|| --vu1-native-patch=1
| --host-audio || 1,0,on,off,mono ||   || --host-audio=1
|-
|-
|-style="background-color:#FEA15C"
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
| || Other || ||
|-
|-
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1
| --host-window-scale || scale/float ||   || --host-window-scale=0.5
|-
| --vu1-use-rcp || 0, 1 || Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default ||
|-
|-
| --vu1-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
| --host-window-pos || x,y ||   ||
|-
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
|-
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
|- 
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q.  || --vu1-inst-q=1
|-
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1, and helps prevent crashes in VU1 sensitive games when enabled. || --assert-path1-ad=1
|-
|}
 
=====VU0=====
<pre>VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode". Commands here prevent crashes, and fix SPS (graphical glitches).</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu0-mpg-cycles || 0 - 400000 || Set initial cycle speed for VU0 Micro-programs. 100 is the default value. It is not available in older emulators such as War of the Monsters. || --vu0-mpg-cycles=1000
| --host-display-mode || normal,full,4:3,16:9 || Set display mode || --host-display-mode=full
|-
|-
| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
| --host-osd || 0,off,minimal,verbose ||   || --host-osd=0
|-
|-
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
| --host-vsync ||  0,1 ||  Turn vsync on or off || --host-vsync=1
|-
| --vu0-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
|-
| --vu0-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
|-
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|-
|-
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
| --host-trophy-support ||   ||   ||
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| --rtc-epoch || unix_time (seconds since epoch) ||   || --rtc-epoch=1523776362
|-
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. || --vu0-no-clamping=0
|-
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.||
|-
|-
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0x1FF) || Allows the VU0 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats ||
| --framelimiter || || ||  
|-
|-
|-style="background-color:#FEA15C"
| --framelimit-fps |FPS/float || framelimiter || --framelimit-fps=0.8
|  || Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
| --framelimit-scalar || scalar/float || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
|-
|-
| --vu0-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
| --framelimit-mode || normal,fast,fastest,slow,slower,slowest ||   || --framelimit-mode=fast
|-
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
|-
| --vu0-use-rcp  || 0, 1 || Use SSE/AVX RCP. Speedhack. Not sure why it is even available for VU0. Disabled by default || --vu0-use-rcp=1
|-
| --vu0-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather unsafe to use on VU0. || --vu0-use-rsqrt=1
|-
| --vu0-clamp-operands  || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
|-
| --vu0-clamp-results  || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
|-
|}
 
====DMA Channels====
=====VIF=====
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
are often used to fix freezing.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  ||  VIF || Game fixes ||
|-
|-
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1
| --audio-stretching ||   ||   ||
|-
|-
| --vif-thread-chunk-size || 0, 1024 || Slows down both VIFS the lower it is, and speeds them up the higher it is. 1024 is the limit, with 112 being the default value.  || --vif-thread-chunk-size=100
| --ps2-lang || system  || sets language || --ps2-lang=system
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --pad-record ||   ||   ||
|-style="background-color:#ff8080"
|| VIF1 || Game fixes ||
|-
|-
| --vif1-ignore-cmd-ints || 0, 1 || Set to 1 to ignore command interrupt bit. ([https://psi-rockin.github.io/ps2tek/#vifcommands info] , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5) || --max-disc-num=1
|-
|-
| --vif1-instant-xfer || 1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 slows its timing and is the compatible option for most games, while 1 speeds up its timing, and being more compatible with a small fraction of games. It can be used to fix graphical glitches or potentially prevent games from freezing. || --vif1-instant-xfer=0
| --ps2-title-id ||   || sets title-id for patches  || --ps2-title-id=SLES-50366
|}
 
=====SIF=====
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#99bbff"
|  ||  || SIF1 (IOP) ||
|-
|-
| --iop-sif1-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1
| --cdvd-sector-read-cycles || || Kinetica use 40000, Psychonauts 4000, Red Dead Revolver 5000, Rise of Kasai 31000 || --cdvd-sector-read-cycles=40000
|-
|-
| --ee-sif1-cycle-scalar ||Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
| --injection-vu1 || 0,1 || Speed up fps ? || --injection-vu1=1  ||
|-style="background-color:#99ddff"
| ||  || SIF0 (EE) ||
|-
|-
| --iop-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
| --ee-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
|-
| --mtap1 || Disabled, Always, ByHost || Multitap Switch || --mtap1=always
|-
|-
| --mtap2 || Disabled, Always, ByHost || Multitap Switch, some games require Multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that we need to disable first mtap. || --mtap2=always
|}
|}


====[https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS]====
=== XXXX-YYYYY_cli.conf commands ===
<pre>"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre>
 
Please note that commands listed here work also in config-emu-ps4.txt. Anyway official way to use them is by CLI file. CLI file way is also needed for multi-disc packages.
====EE/IOP====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
| --ee-mem-check-eob || || EE Memory check end of block ||  
|-  
|-
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators.  It does however, work on jak emulators || --gs-adaptive-frameskip=1
| --ee-cache-breaks-block || || ||  
|-
|-
| --gs-h2l-list-opt || 0, 1 || Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
| --ee-validate-kernel || || ||  
|-
|-
|-style="background-color:#cbddfb"
| --ee-block-validation || PageProt, PageProtection, Hash, Full || Way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
| || GS features || ||
|-
|-
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. Needs --gs-kernel-cl="mipmap" for full mipmapping support. If upscaling, however, --gs-kernel-cl-up="mipmap2x2" is also needed. It works best on War of the Monsters emulator, as the Ratchet series' mipmapping issues can only be fixed by it.|| --gs-use-mipmap=1
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
|-
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1
|-
|-
| --gs-use-clut-merge || 0, 1 || Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements). Enabling it is the accurate option. || --gs-use-clut-merge=1
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding, (Speedhack?) [https://en.wikipedia.org/wiki/Constant_folding More info] || --ee-const-folding=none
|-
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe
|-
|-
| --gs-force-bilinear || 0, 1 || Forces bilinear filtering, can fix ghosting problems in some cases. Not recommended for games that use 2D images, as it could possibly break games that rely on nearest filtering.|| --gs-force-bilinear=1
| --ee-load-rewrites || || ||  
|-
|-
|-style="background-color:#D7EF54"
| --ee-store-rewrites || || ||  
|| Gs settings / Behaviour || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --ee-live32 || || ||  
|-
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
|-
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-override-small-tri-area || 0, 1 || This option is designed to modify how the emulator handles or renders small triangles that fall below a certain area threshold. Enabling this option could resolve graphical problems such as missing, flickering, or incorrectly rendered small details, and could potentially restore missing text in some games. || --gs-override-small-tri-area=1
|-
| --gs-dirty-page-policy || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-dirty-page-policy=1
|-
| --gs-ignore-dirty-page-border || 0, 1 || Unknown. Used by Samurai Shodown Anthology ||--gs-ignore-dirty-page-border=1
|-
| --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix flickering textures and graphical glitches in far distances. || --gs-ignore-rect-correction=1
|-
|-
| --gs-opt-frbuff-switch || 0, 1 || Unknown. Used by Everybody's Tennis/Hot Shots Tennis || --gs-opt-frbuff-switch=0
| --ee-inline-limit-full || insn_count/integer || ||
|-
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge"
| --ee-inline-limit-partial || || ||
|-
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
|-
|-
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
|| --ee-jit-opt-debug || || ||
|-
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
| --ee-pc-coherency || || ||  
|-
| --gs-vert-precision || 8, 16 || This option allows the user to choose between 8-bit and 16-bit precision for the vertex calculations in 3D graphics rendering. It reduces the likelihood of visual distortions such as jagged edges, improper alignment of polygons, or model "warping." The emu expects the values of 8 or 16, any other values are not permitted. || --gs-vert-precision=8
|-
|-
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1
| --ee-inst-marking || || ||  
|-
| --gs-packed15-fmv-opt || 0, 1 || Unknown. This option likely controls whether the emulator optimizes or processes FMVs that use the 15-bit packed color format. Used by Ape Escape 2|| --gs-packed15-fmv-opt=1
|-
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. In essence, it blurs/sharpens image. ||
|- 
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1
|-
|-
| --gs-render-tile-threshold || 0, 3000000 || Unknown. Used by Psychonauts|| --gs-render-tile-threshold=300000
| --ee-insn-marking || || ||  
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --ee-kernel-hle || || High-level emulation kernel  ||  
|-
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| --ee-injection-kernel || 0,1 || ||
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
| --ee-injection-title || 0,1 || ||
|-
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
|-
|-
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
|-
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1
| --ee-regalloc-simd || || register allocation setting ||  
|-
| --gs-check-trans-rejection68 || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1
|-
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
| --ee-regalloc-preserve-scalar || LoadOnly, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
| --ee-regalloc-preserve-simd || ReadOnly, RO, WO, WriteOnly ,RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|-
|-
|-style="background-color:#9042f5"
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
| || Aspect ratio || ||
|-
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
| --ee-insn-flush-pc || || ||
|-  
|-  
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27
| --ee-insn-callmark || || ||
|-  
| --ee-peephole || || ||
|-
|-
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator || An overscan setting|| --safe-area-min=0.9
| --ee-ignore-break || 0,1 ? || ignore break instruction (we should never land here) ||  
|-
|-
|-style="background-color:#FEA15C"
| --ee-hook || AdvanceClock, FastForwardClock, MfifoDrain || Non-conditional EE hook (This is not speedhack!), advancing/ff'ing clock can be useful for getting better sync CFC2/CTC2 || --ee-hook=0x0025b3b0,FastForwardClock
| || Other || ||
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion Engine Just in Time disassembler mode (seems to be debug log option) || --ee-jit-disasm=1
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --ee-jit-pagefault-threshold || || This Command Fixes MANY games that refuse to boot or are Stuck on the first splash screen. This Acts similarly to OPL's Mode 2 || --ee-jit-pagefault-threshold=30
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| --ee-context-switch-cycles || || || --ee-context-switch-cycles=1440
|-
| --ee-evt-check-full || || ||
|-
|-
| --gs-hdr-support || 0, 1? || ? ||  
| --ee-break-as-nop || 0,1 || use nop when hit break instruction (this seems to be rarely useful as break usually mean eof) || --ee-break-as-nop=1
|}
|-
 
| --ee-cycle-scalar || Multiplier/float between 0.1 And 5.0 || Multiplier for emulated EE cycles, Works same way EE cyclerate speedhack in pcsx2 functions, frequently used by scene to fix Low FPS issues. Anything higher than 1.5 has a chance of Destabilizing FMVs, But will Improve FPS InGame the higher it goes || --ee-cycle-scalar=1.0
====IOP====
|-
<pre>The emulated I/O Processor (IOP) settings. Commands here are rarely useful, as very few games will require them. The IOP controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output devices</pre>
| --vtune-ee || || ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0.999 => 0.100)<br>Decelerate IOP cycles: (1.001 => 5.000)|| '''Not a performance speedhack'''. It impacts the speed of loading times and input latency. The default value for most emulators is 0.5|| --iop-cycle-scalar=1.0
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| --ee-sif0-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --ee-sif0-cycle-scalar=2.0
|-
|-
| --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value. Can be used to fix CDVD timing issues. || --iop-tight-slice-count=12
| --ee-sif1-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --ee-sif1-cycle-scalar=0.1
|-
|-
| --iop-hook || AdvanceClock<br>FastForwardClock<br>Mfifodrain || IOP native hook, Sony uses it on their official release of Red dead revolver. It helps fix timing issues || --iop-hook=0x0086ac,FastForwardClock
| --iop-sif0-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --iop-sif0-cycle-scalar=1.5
|-
|-
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
| --iop-sif1-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --iop-sif1-cycle-scalar=1.8
|-
|-
|-style="background-color:#FEA15C"
| --iop-block-validation || IsC, ShortHash || || --iop-block-validation=IsC
| || Other || ||
|-
|-
| --iop-validate-kernel || 0, 1 || ||  
| --iop-validate-kernel || || ||  
|-
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
|-
|-
| --iop-pc-coherency || 0, 1||   ||  
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
|-
| --iop-inst-marking || 0, 1? || ||  
| --iop-pc-coherency || || ||  
|-
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
| --iop-inst-marking || || ||  
|-
|-
| --iop-jit-disasm || || ||  
| --iop-jit-disasm || || ||  
|-
|-
| --iop-evt-check-full || 0, 1 ?|| ||  
| --iop-evt-check-full || || ||
|-
| --iop-cycle-scalar || || || --iop-cycle-scalar=0.80
|-
| --iop-tight-slice-count || || || --iop-tight-slice-count=12
|-
| --iop-hook || AdvanceClock, FastForwardClock || iop native hook || --iop-hook=0x0086ac,FastForwardClock
|-
|-
|}
|}


====CDVD====
====FPU====
 
<pre>The emulated CDVD settings. These commands help games with timing issues.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#e9f562"
|  || General commands || ||
|-
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
| --fpu-to-double || || Converts floats to double ||
|-
| --fpu-no-clamping || 0, 1 || No clamping for fpu || --fpu-no-clamping=0 (this option when enabled (set to 1), for some unknown reason seems to behave similar to pcsx2 FPU FULL clamping mode)
|-
|-
| --boot-disc-id || 1-|| sets boot disc for multi-disc pkg || --boot-disc-id=0
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
|-
| --switch-disc-reset || 1 = Enables resetting the game upon disc swap, 0 = Disables resetting the game upon disc swap|| 0 Can be used to prevent resetting the game when switching multiple discs. Useful for games like Samurai warriors 2 that include an import data feature. Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it || --switch-disc-reset=1
| --fpu-clamp-operands || 0, 1 || fpu clamp on operand stage (combined with --fpu-clamp-results = ee/fpu clamping: extra in pcsx2) || --fpu-clamp-operands=1
|-style="background-color:#46a4e8"
|-
| || Timing || ||
| --fpu-clamp-results || 0, 1 || fpu clamp for results of operations (ee/fpu clamping: normal in pcsx2) || --fpu-clamp-results=1
|-
|-
| --cdvd-sector-read-cycles || 0.1 = Fastest, 80000 = Slowest|| Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=0.1
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals || --fpu-custom-min-max=0
|-  
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add) || --fpu-custom-fused-madd=0
|-
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Can Be used to fix Non-Graphical Glitches Caused by Emulation Such as but not limited to Black fmvs or Infinite loading screens or Not being able to progress further after a certain mission || --fpu-accurate-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-muldiv  || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv=0x123456
|-  
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-  
| --fpu-accurate-mul-fast || 1 || || --fpu-accurate-mul-fast=1
|-
| --fpu-accurate-addsub || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub=0x234567
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,  
| --fpu-rsqrt-fast-estimate || 0,1 || less accurate rsqrt (possible speedhack, but can degrade accuracy) || --fpu-rsqrt-fast-estimate=1
lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877].
|-
| --verbose-cdvd-reads || 0, 1 || Significantly helps games with CDVD timing issues when set to 1. || --verbose-cdvd-reads=0
|-
|-
|}
|}


====Misc====
====VU====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Command !! Values !! Notes !! Usage  
|-
|-
| --idec-cycles-per-qwc || int/multiplier || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
| --vu-to-double || || Converts floats to double ||
|-
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
| --vu-branch-hazard || || ||
|-
| --vu-evil-branches || || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
|-
| --vu-d-bit  || 0/1 || ignore D-bit (note: D bit shouldn't ever be used in retail games. PCSX2 ignore it at default.) ||  --vu-d-bit=0
|-
| --vu-t-bit  || 0/1 || ignore T-bit (note: T bit is replacement of D bit for retail games, correct behavior of VU is to take it in count) ||  --vu-t-bit=0
|-
| --vu-inst-mflag  || || Instant mac flag, or instances of mac flag? ||
|-
| --vu-inst-cflag || || Instant clipping flag, or instances of clipping flag? ||
|-
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals, pcsx2 use 0 at default || --vu-custom-min-max=0
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add) || --vu-custom-fused-madd=1
|-
| --vu-opt-jr-caching  || || Optimize Jump Register caching. (vi15). Is not clear how optimization is done. ||
|-
| --vu-opt-sf-check  || || Optimize Status or Sticky Flag check(?) ||
|-
| --vu-hack-triace  || 0,1 || Special hack for Tri Ace games, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo. || --vu-hack-triace=1
|-
| --vu-xgkick-delay  || vu_cycles/integer || Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game || --vu-xgkick-delay=8
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
| --vu-range-merge || vu_inst_cnt || ||
|-
| --vu0-opt-flags  || [0,1,2] - 1=safe, 2=unsafe || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
|-
| --vu0-opt-vf00  || [0,1,2] - 1=safe, 2=unsafe || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here.  ||  
|-
| --vu0-opt-subroutine  || || ||
|-
| --vu0-const-prop || 0, 1 || Constant propagation, Can Be Used as speedhack for vu0 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=0
|-
| --vu0-no-clamping || 0, 1 || No clamping for vu0 (default 1) || --vu0-no-clamping=0
|-
| --vu0-clamp-operands  || 0, 1 || vu0 clamp on operand stage || --vu0-clamp-operands=1
|-
| --vu0-clamp-results  || 0, 1 || vu0 clamp for results of operations || --vu0-clamp-results=1
|-
| --vu0-inst-q  || 0, 1  || instant Q, not stall on WAITQ, or instances of Q(?)  || --vu0-inst-q=1
|-
| --vu0-inst-p || 0, 1 || instant P, not stall on WAITP, or instances of P(?)|| --vu0-inst-p=1
|-
| --vu0-use-rcp  || || use sse rcp ||
|-
| --vu0-use-rsqrt || || use sse rsqrt ||
|-
| --vu0-di-bits || 0,1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be potentially used as speedhack as it skip costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game,|| --vu0-di-bits=0
|-
|-
| --pcr0-delta-hack || 0.1 , 400000.0 || Modify delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. || --pcr0-delta-hack=1.0
| --vu0-mpg-cycles ||100-3000 || set initial cycles for vu0 microprograms, Can be used as a speedhack the higher the number is for vu0 hungry games, with no effects on fmvs, 100 is the Default value|| --vu0-mpg-cycles=1000
|-
|-
| --jitproc-use-aslr || || Disables compiler process ASLR, useful for easier debugging, as the compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... || --jitproc-use-aslr=0
| --vu0-clamp-range || start, end offset || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
|-
| --vu0-jr-cache-policy || newprog,sameprog,auto || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|-
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
| --vu0-jalr-cache-policy || newprog,sameprog,auto || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
|-
|-
| --detect-idle-chcr|| 0, 1|| Enabled by default, 0 disables it  || --detect-idle-chcr=0
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xFFF) || Fix for games that multiply by zero ||
|-
|-
| --rom || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working || --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
| --vu0-accurate-addsub-range || || ||
|-
|-
| --cop2 || jit, trans || ? ||  
| --vu0-aot-start-addr || start address || Seems to be PS3 command 0x12 replacement ahead of time compilation with CRC then to start, and CRC when to finish||
|-
|-
| --vu0 || jit, trans || ? ||  
| --vu0-aot-outmode || out/overwrite, append || ||
|-
|-
| --r30 || jit, trans || ? ||  
| --vu0-aot-end-addr || end address for ahead of time compilation || ||  
|-
|-
|}
| --vu0-aot-start-crc || verify crc for aot start block (registers) || ||
 
==== PCSX2's gameindex ====
 
<pre>PCSX2's commands on the PS4 (or the commands which behave similarly)</pre>
 
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml]
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#d352fa|#000000}}PS4 !! Notes
|-
|-
| {{cellcolors|#0b9fb3|#000000}}XGKickHack ||{{cellcolors|#b52fde|#000000}}--vu-xgkick-delay= || Possible equivalent value is 8
| --vu0-aot-end-crc || verify crc for aot end block (registers) || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#b52fde|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
| --vu1 || jit-sync, jit, jit-async, trans || Selector between IR/JIT and it modes. Jit-sync behaves similar to turning off MTVU in pcsx2, Some ps2 Games only work with MTVU Turned off such as Tony hawk games || --vu1=jit-sync
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#b52fde|#000000}}--vu1-clamp-operands=1<br>--vu1-clamp-results=1<br>--vu1-no-clamping=0<br>--vu0-clamp-operands=1<br>--vu0-clamp-results=1<br>--vu0-no-clamping=0<br>--vu-to-double=0 ||
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FFF) || Fix for games that multiply by zero || --vu1-mul0fix-range=0x1230,0x1238
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 3  || {{cellcolors|#b52fde|#000000}}--vu1-clamp-operands=1<br>--vu1-clamp-results=1<br>--vu1-no-clamping=1<br>--vu0-clamp-operands=1<br>--vu0-clamp-results=1<br>--vu0-no-clamping=1<br>--vu-to-double=1 ||
| --vu1-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
|-
| --vu1-opt-vf00 || 0, 1 , 2|| optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. || --vu1-opt-vf00=2
|-
| --vu1-opt-subroutine || || ||
|-
| --vu1-const-prop || || Constant propagation, Can Be Used as speedhack for vu1 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|-  
| --vu1-no-clamping || 0, 1 || No clamping for vu1 (default 1) || --vu1-no-clamping=0
|-  
| --vu1-clamp-operands || 0, 1 || vu1 clamp on operand stage || --vu1-clamp-operands=1
|-
| --vu1-clamp-results || 0, 1 || vu1 clamp for results of operations || --vu1-clamp-results=1
|-
| --vu1-inst-q || 0, 1 || instant Q, not stall on WAITQ, or instances of Q(?) || --vu0-inst-q=1  
|-
| --vu1-inst-p ||0, 1 || instant P, not stall on WAITP, or instances of P(?) || --vu0-inst-p=1  
|-
| --vu1-jr-cache-policy || newprog,sameprog,auto || PCSX2 use newprog as default setting, Sameprog potential speedhack [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#b52fde|#000000}}--fpu-clamp-operands=1<br>--fpu-clamp-results=1<br>--cop2-clamp-operands=1<br>--cop2-clamp-results=1<br>--fpu-to-double=0<br>--fpu-no-clamping=0<br>--cop2-no-clamping=0 ||
| --vu1-jalr-cache-policy || newprog,sameprog,auto || PCSX2 use newprog as default setting, Sameprog protential speedhack[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog
|-  
| --vu1-use-rcp || || use sse rcp ||
|-  
| --vu1-use-rsqrt || || use sse rsqrt ||
|-  
| --vu1-di-bits || 0,1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be potentially used as speedhack as it skip costly calculations, but at the same time can cause issues like broken geometry. Depending per game. || vu1-di-bits=0
|-  
| --vu1-injection || 0, 1 or enable/disable depend on emu revision || || --vu1-injection=1
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3  || {{cellcolors|#b52fde|#000000}}--fpu-clamp-operands=1<br>--fpu-clamp-results=1<br>--cop2-clamp-operands=1<br>--cop2-clamp-results=1<br>--fpu-to-double=1<br>--fpu-no-clamping=1<br>--cop2-no-clamping=1 ||
| --vu1-native-patch || 0,1 || use native patches from recompiler || --vu1-native-patch=1
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}eeCycleRate: || {{cellcolors|#b52fde|#000000}}--ee-cycle-scalar= || '''"Potential" equivalent values: PCSX2 - PS4''':<br>300% --> 0.333<br>180% --> 0.555<br>130% -->0.769<br>'''100% --> 1.0'''<br>75% --> 1.333<br>60% --> 1.666<br>50% --> 2
| --vtune-vu  || || ||
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#b52fde|#000000}}--fpu-accurate-muldiv=1 ||
| --vu-jit-disasm  || 0, 1, 2 || seems to be debug print only option. || 0,1=mips,2=x86
|-
|-  
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#b52fde|#000000}}--gs-uv-shift-pointsampling=1 ||
| --vu1-mpg-cycles  || 100-3000 || set initial cycles for vu1 microprograms, Can be used as a speedhack the higher the number is for vu1 hungry games with no effects on fmvs, 100 is the Default value || --vu1-mpg-cycles=1000
|-
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#b52fde|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
|-
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#b52fde|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
|-
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#b52fde|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
|-
| {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#b52fde|#000000}}--gs-use-mipmap=1<br>--gs-kernel-cl="mipmap"  || Note: Works best on War of the Monsters emu
|-
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#b52fde|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
|-
| {{cellcolors|#0b9fb3|#000000}}VIF1StallHack || {{cellcolors|#b52fde|#000000}}--vif1-instant-xfer=0 ||  If that doesn't work, the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist.
|-
| {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#b52fde|#000000}}--gs-kernel-cl-up="DarkCloud2" ||
|-
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#b52fde|#000000}}--force-frame-blend=1 ||
|}
|}


=== Emulators ===
====COP2====
 
Every PS2 emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed in the PS4 OS, but instead they have to be unpacked from an official PS2 CLASSICS PKG file signed by Sony. This list includes the typical usage of those emulators.
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|-
| || 2018 || ||
| --cop2-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
|-
|-
| The King of Fighters '98: Ultimate Match || The only known emulator where '''Mojin-ribbon''' is playable. Commonly known as "KOF98"|| 2.0 ||
| --cop2-opt-vf00 || [0,1,2] - 1=safe, 2=unsafe || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. ||
|-  
| --cop2-const-prop || || Constant propagation, Can Be Used as speedhack for cop2 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] ||
|-
| --cop2-no-clamping || || No clamping for COP2 (default 1) || --cop2-no-clamping=0
|-
|-
|-style="background-color:#D7EF54"
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
| || 2017 || ||
|-
| --cop2-clamp-operands || 0,1 || clamp on operand stage || --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0,1 || clamp for results of operations || --cop2-clamp-results=1
|-
| --cop2-regalloc || || PCSX2 seems to have this enabled by default. ||
|-
| --cop2-inst-q || || instant Q, not stall on VWAITQ, , or instances of Q(?) ||
|-
| --cop2-inst-p || || ? ||
|-
| --cop2-use-rcp || || use sse rcp ||
|-
| --cop2-use-rsqrt || 0,1 || use sse rsqrt || --cop2-use-rsqrt=0
|-
| --cop2-di-bits || 0,1 || 0 to skip setting Invalid, and Div by Zero flags in status register. Can be potentially used as speedhack as it skip costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game. || --cop2-di-bits=1
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-range=0x123456,0x134567
|-
| --cop2-accurate-mul || offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul=0x123456
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-addsub || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub=0x123456
|-  
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub-range=0x123456,0x134567
|}
 
====GS/VIF====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. In addition, Jak emus are one of the few emus that can use the '''--gs-adaptive-frameskip=1''' command. It is often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,'''
| --vif-ignore-invalid-cmd || 0,1 || Ignore invalid vif commands || --vif-ignore-invalid-cmd=1
|-
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
| --vif1-ignore-cmd-ints || 0,1 || || --vif1-ignore-cmd-ints=1
|-
|-
| Resident Evil - Code: Veronica || Fixes games like '''Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at a black/splash screen. Additionally, it fixes many games requiring '''OPL's mode 2'''. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
| --vif1-instant-xfer || 0,1 || "Instant VIF transfer" Default 1. Correct behavior is 0, but we don't know how accurate VIF timing is in that emu. || --vif1-instant-xfer=0
|-
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||
| --vif-thread-chunk-size || int/kilowords || ||
|-style="background-color:#D7EF54"
|| 2016 || ||
|-
|-
| Red Faction || It is prominently used to fix VU1 sensitive games. It was used to fix '''Tony Hawk games''' suddenly crashing, as well as MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne'''
| --force-frame-blend || 0, 1 || || --force-frame-blend=1
|-
|-
| Forbidden Siren || The only emulator to fix '''Ice age 2''' being stuck at splash screen. It also fixed '''Gran turismo 4''' running abysmally slow. || 0.1 ||
| --framelimit-mode || --framelimit-mode || normal,fast,fastest,slow,slower,slowest || --framelimit-mode=slowest
|-
|-
| King of Fighters 2000 || Seemingly one of the most VU-accurate emus, fixing sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer'''. It also '''prevents Koei tecmo games from suddenly freezing when battle starts. Moreover, it is likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage'''
| --gs-scanout-delay || hsync_count/integer || ||
|-
| --gs-fieldswap-delay || || Wait longer than usual to change field ||
|-
| --gs-use-deferred-l2h || || Some delay option for L2H (local to host, GS to EE)|| -gs-use-deferred-l2h=1
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||  
| --gs-adaptive-frameskip || 0,1 ||  ||
|-
| --gs-uprender || none,2x2 || Rendering upscaler (use higher internal resolution) || --gs-uprender=2x2
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, || after recompilation upscaler? || --gs-upscale=EdgeSmooth
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-
|-
| Destroy All Humans! 2 ||  || 0.7 ||  
| --gs-hdr-support || 0,1? || ||
|-
| --gs-progressive || || Force progressive scan? ||
|-
| --gs-force-bilinear || 0,1 || force bilinear filtering || --gs-force-bilinear=1
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
| --gs-frontend-opt-mode || (0-2?) || || --gs-frontend-opt-mode=1
|-
| --gs-use-mipmap || 0,1 || Required for CL kernels using mipmaping || --gs-use-mipmap=1
|-
| --gs-use-clut-merge || 0.1 || Required for CL kernels using merging CLUT || --gs-use-clut-merge=1
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision || Kernel Variant || --gs-kernel-cl="clutmerge"
|-
| --gs-kernel-cl-up || h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp || Kernel Variant Upscaler || --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-optimize-30fps || || || --gs-optimize-30fps=1
|-
| --gs-motion-factor || motion factor || [value 25 is used on NTSC-U game in official PKG, so unknown what it is] || --gs-motion-factor=25
|-
| --gs-override-small-tri-area ||  || ||
|-
| --gs-check-trans-rejection68 || 0,1?  || || --gs-check-trans-rejection68=1
|-
| --gs-check-trans-rejection || || ||
|-
| --gs-skip-dirty-flush-on-mipmap || 0,1 || Require mipmap GS CL kernel || --gs-skip-dirty-flush-on-mipmap=1
|-
| --gs-packed15-fmv-opt || 0,1 || || --gs-packed15-fmv-opt=1
|-
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsetx=27
|-
| --gs-scanout-offsety || relative offset/ignored || ||
|-
| --gs-dirty-page-policy || 0,1? || || --gs-dirty-page-policy=1
|-
| --force-pal-60hz || 0,1 || Force 60hz PAL mode || --force-pal-60hz=1
|-
|-
|-style="background-color:#D7EF54"
| --gs-flush-ad-xyz || always, safe, off, 0 || || --gs-flush-ad-xyz=safe
| || 2015 || ||
|-
|-
|War of the monsters v1 || Subjectively the best emulator to use. Used as PS2CLASSICSGUI's default emulator, it is the best one around for accurate gs emulation, as some graphical issues on the Ratchet series and Tekken 5 can only be fixed by it. Another interesting case is GTA SA's lack of need for auto flush on it, and being natively performant. Additionally, its VU0 timing is much better than Jakv2's, making it one of the best emulators on the PS4. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
| --gs-render-tile-threshold || || || --gs-render-tile-threshold=300000
|-
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
| --gs-uv-shift-pointsampling || || || --gs-uv-shift-pointsampling=1
|-
|-
| PaRappa the Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
| --safe-area-min || area/float (range 0.9 to 1.0) || || --safe-area-min=0.9
|-
|-
| Star Wars Racers Revenge || Seemingly the closest emulator to the PS3's. Useful for debugging games as it also shows useful information such as pagefault. || 0.4 ||  
| --threaded-gs || 0,1 (more?) || || --threaded-gs=0
|-
| --gs-opt-frbuff-switch || || || --gs-opt-frbuff-switch=1
|-
| --gs-ignore-rect-correction || || || --gs-ignore-rect-correction=1
|-
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
|-
|-
|}
|}


=== XXXX-YYYYY_config.lua ===
====SPU====
 
<br>It is the most powerful configuration on the emulator, it allows for direct patching of EE/IOP/VU memory, hooks registers, hook dma. Almost Everything can be done here.
<br>If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ("alias file name").
<br>'''Known functions:
'''
Require cleanup.
 
==== ApiRequest ====
 
<pre>The most important part of the LUA script. The LUA script will crash the game if used without it.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Command !! Values !! Notes !! Usage
|-
|-
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
| --spu2-update-deferral || Ts/integer || ||
Different emu versions support different highest api.
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
|-
|}
| --spu2Trace || || ||
===== (Emulator) EmuObject =====
|-
 
| --spu2-reverb || 0,1? || Enables Reverb ? || --spu2-reverb=1
<pre> Commands for the emulator</pre>
|-
| --spu2-ignore-kof || 0,1? || ||
|-
| --spu2-warnings ||0,1? || ||
|
|}


====Other====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
| --cpu-avx || 0,1?|| || Enables avx ?
|-
| --cpu-crc32 || 0,1?|| || Enables crc32 ?
|-
| --verbose-cdvd-reads || || ||
|-
| --verbose-cpu-cycles || || ||
|-
| --mfifo-manual-drain || multiplier/float || || --mfifo-manual-drain=0.30
|-
| --mfifo-chunk-drain-cycles || int || || --mfifo-chunk-drain-cycles=210000
|-
| --pcr0-delta-hack || float || ||
|-
| --switch-disc-delay || Delay in ms? || Puts a delay when Switching discs ||
|-
| --detect-idle-vif || 0,1? || ||
|-
| --detect-idle-ee || 0,1? || ||
|-
| --detect-idle-iop || 0,1? || ||
|-
| --detect-idle-intc || 0,1? || ||
|-
|}
=== XXXX-YYYYY_config.lua ===
It is most powerful config. Allow direct patching EE/IOP/VU memory, hooks registers, hook dma. Everything can be done here.
If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).
'''Known functions:
'''
Require cleanup.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|-
| || Object calling class ||
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)
Different emu versions support different highest api.
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
! !! getEmuObject class !!
|-
|-
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
Line 877: Line 851:
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal  
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal  
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar  
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar  
AddPadHook PadPressureStickRemap SetVolumes GetVolumes  
emuAddPadHook PadPressureStickRemap SetVolumes GetVolumes  
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-style="background-color:#c6ecd9"
|-
| || Hooks ||
|LoadConfig || ||
|-
|SaveConfig || ||
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
<div align="left"><pre>local CheckInputs = function()
 
local pad_bits = emuObj.GetPad()
local UP = pad_bits &  0x0010
local DOWN = pad_bits &  0x0040
local LEFT = pad_bits &  0x0080
local RIGHT = pad_bits &  0x0020
local Triangle = pad_bits &  0x1000
local Cross = pad_bits &  0x4000
local Square = pad_bits &  0x8000
local Circle = pad_bits &  0x2000
local L1 = pad_bits &  0x0400
local L2 = pad_bits &  0x0100
local L3 = pad_bits &  0x0002
local R1 = pad_bits &  0x0800
local R2 = pad_bits &  0x0200
local R3 = pad_bits &  0x0004
local Select = pad_bits &  0x0001
local Start = pad_bits &  0x0008
 
if (L2 ~= 0) then
<here function that should be done when L2 is pushed>
end
end
 
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
|-
|-
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)  
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)  
my_function can be anything, from simple patches, to extensive hook.
my_function can be anything, from simple patches, to extensive hook.
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
Example usage can be found in SLUS-21550 features file.
|-
|-
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
Line 900: Line 905:
|-
|-
|RemoveLogoutHook || ||
|RemoveLogoutHook || ||
|-
|CheckEntitlement || ||
|-
|-
|AddImageHook || ||
|AddImageHook || ||
Line 905: Line 912:
|AddGifTagHook || ||
|AddGifTagHook || ||
|-
|-
| AddSectorReadHook || emuObj.AddSectorReadHook(<sector, unk, task>) || Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
|SwapMemCard || ||
|-
|-
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
|-
  Allow to use custom memory card.  
|AddAssertionHook ||emuObj.AddAssertionHook() ||
|-
|AddSnapshotLoadedHook || ||
|-
|RemoveSnapshotLoadedHook || ||
|-
|AddPadHook ||emuObj.AddPadHook() ||
|-
|-style="background-color:#ff8080"
|  || Audio ||
|-
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
|-
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|-
|SetAudioRoute || ||
|-
|GetAudioRoute || ||
|-style="background-color:#c2c2d6"
| || Game loading speed ||
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.  
|-style="background-color:#ffe680"
|  || CDVD ||
|-
|-
|OpenDiscTray || ||
|OpenDiscTray || ||
Line 943: Line 922:
|-
|-
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|-
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
Line 948: Line 929:
| GetDiscTitleId || ||
| GetDiscTitleId || ||
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
| AddSectorReadHook || emuObj.AddSectorReadHook(<sector, unk, task>) || Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
|-
|-
|-style="background-color:#FEA15C"
|AddMCWriteHook || ||
| || Other ||  
|-
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|ShowDiscSwitchInfo || ||
|-
|-
|LoadConfig || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
|-
|-
|SaveConfig || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18.
<div align="left"><pre>0 - japanese
1 - english
2 - french
3 - spanish
4 - german
5 - italian
6 - dutch
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk</pre></div>
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|-
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:  
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter at all, usually used during static loadings in official packages. WARNING: Using this in config remove framelimiter! PS2 games have tied game speed to frame per second. By using this globally you make game running faster than it was on original hardware, sometimes even twice as fast. This setting is very harmful when used globally in config files. Loadings are faster, but game also run faster than it should when PS4 have enough free cpu power!
<div align="left"><pre>local CheckInputs = function()
|-
 
|AddAssertionHook || ||
local pad_bits = emuObj.GetPad()
|-
local UP = pad_bits &  0x0010
| SetGsTitleFix || ||  [[PS2_Emulation#SetGsTitleFix|More info]]
local DOWN = pad_bits &  0x0040
local LEFT = pad_bits &  0x0080
local RIGHT = pad_bits &  0x0020
local Triangle = pad_bits &  0x1000
local Cross = pad_bits &  0x4000
local Square = pad_bits &  0x8000
local Circle = pad_bits &  0x2000
local L1 = pad_bits &  0x0400
local L2 = pad_bits &  0x0100
local L3 = pad_bits &  0x0002
local R1 = pad_bits &  0x0800
local R2 = pad_bits &  0x0200
local R3 = pad_bits &  0x0004
local Select = pad_bits &  0x0001
local Start = pad_bits &  0x0008
 
if (L2 ~= 0) then
<here function that should be done when L2 is pushed>
end
end
 
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
|-
|-
|SwapMemCard || ||
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
Allow to use custom memory card.  
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.  
|-
|-
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18. In some cases, games will hang on a black screen with some other language settings (eg Japanese) - Example for usage: emuObj.SetPs2Lang(1)
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
<div align="left"><pre>0 - japanese
Example:
1 - english
Global_InitGpuResources = function()
2 - french
emuObj.LoadFsShader(1, "./shader.sb")
3 - spanish
end
4 - german
 
5 - italian
That only load Fragment Shader to program memory, to use it we need BindFragmentShader,
6 - dutch
and if depend on shader SetShaderParams.</pre></div>
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk</pre></div>
|-
|-
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. The correct port values are 0-3, correct light values are 0-255.
|SetDisplaySafeArea || ||
|-
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
|-
|-
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
|emuAddPadHook || ||
|-
|-
| IsToolingVerbose || ||
|PadPressureStickRemap || ||
|-
|-
|CheckEntitlement || ||
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
|-
|-
| emuMediaPatch || emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.  
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|-style="background-color:#c6ecd9"
|  || GS related ||
|-
|-
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
|SetAudioRoute || ||
|-
|-
| SetGsTitleFix || emuObj.SetGsTitleFix() || [[PS2_Emulation#SetGsTitleFix|More info]]
|GetAudioRoute || ||
|-
|-
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
| CountFrameOnPS2 || ||
|-
|-
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|AddSnapshotLoadedHook || ||
|-
|-
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
|RemoveSnapshotLoadedHook || ||
|-
|-
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
Example:
Global_InitGpuResources = function()
emuObj.LoadFsShader(1, "./shader.sb")
end
 
That only load Fragment Shader to program memory, to use it we need BindFragmentShader,
and if depend on shader SetShaderParams.</pre></div>
|-
|-
|SetDisplaySafeArea || ||
| IsToolingVerbose || ||
|-
|-
|}
| emuMediaPatch || emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.
 
===== (EE) EEObject =====
 
<pre>Commands for the emulated Emotion Engine</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
! !! getIOPObject class !!
|-style="background-color:#7698FF"
|  || Memory editing ||
|-
|-
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
GetCPR0 SetCPR0 iopInsnReplace</pre></div>
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
|ReplaceMem64 || ||
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
|ReplaceMem32 || ||
|-
|-
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
|ReplaceMem16 || ||
|-
|-
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|ReplaceMem8 || ||
|-
|-
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|-
|-
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|WriteMemFloat || iopbj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|-
|-
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> ||  
|-
|-
|WriteMem128 || ||
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> ||  
|-
|-
|WriteMemFloat128 || ||
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
iopObj.ReadMem32(gp - 348)
|-
|-
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|-
|-
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|-
|-
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
eeObj.ReadMem32(gp - 31348)
|-
|-
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|-
|-
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|-
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|ReadMemStr || ||
|-
|-
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|AddHook || ||
|-
|-
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|RemoveHook || ||
|-
|-
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|-
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|-
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|GetPc || ||iopObj.GetPc(), can be used also with additional var. like iopObj.GetPc()+8
|-style="background-color:#ff9999"
|  || GPR require (Necessary for register related commands)||
|-
|-
| || local gpr = require( "ee-gpr-alias" )
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|-
|SetGpr64 || ||
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-
| GetGprFloat || || Get gpr value as float value
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in iop memory, correct memory range is 0x0 to 0x1FFFFF
|-
|-
| SetGprFloat || || Set gpr value as float value
! !! getEEObject class !!
|-
|-
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
|-
|-
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
|ReplaceMem64 || ||
Require defined getEEObject() as eeObj
|-
|-
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|ReplaceMem32 || ||
|-
|-
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|ReplaceMem16 || ||
|-
|-
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|ReplaceMem8 || ||
|-
|-
| SetFpr  || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. Can be used also with additional var. like eeObj.GetPc()+4
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|-
|-
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|-
|-
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||
|WriteMem128 || ||
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
|WriteMemFloat128 || ||
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|RemoveHook || ||  
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|-
|-
|AddPreHook || ||
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
|-
|-
|AddPostHook || ||
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
eeObj.ReadMem32(gp - 31348)
|-
|-
|RemovePreHook || ||
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|-
|-
|RemovePostHook || ||
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|-
|-
|AddJitResetHook || ||
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|-
|-
|RemoveJitResetHook || ||
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|-
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|-
|-
|-style="background-color:#ffb3b3"
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
| || Dma ||  
|-
|-
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =  
<pre> GIF = 0 VIF0 = 1
function()
VIF1 = 2 SIF0 = 4
emuObj.SetDisplayAspectNormal()
SIF1 = 5 IPU0 = 6
end
IPU1 = </pre>
 
Possible values for hooks
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
|-
|-
|DmaRemoveHook || ||
|RemoveHook || ||  
|-
|-
|-style="background-color:#b3f0ff"
|AddPreHook || ||
| || Speedhacks ||  
|-
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
|RemovePreHook || ||
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.FastForwardClock()
end)
</pre>
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.
|RemovePostHook || ||
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.AdvanceClock(21000)
end)</pre>
|-
|-
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?)
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|SetGpr64 || ||
|-style="background-color:#FEA15C"
|  || Other ||  
|-
|-
| CallPredicate
| GetGprFloat || || Get gpr value as float value
|-
|-
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles)<br>Example:<br>eeObj.AddHook(0x0033A4DC,0xAC430000, function() eeObj.SchedulerDelayEvent("gif.dma", 0x10500) end) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allows for the delayment of certain DMA transfer by cycles.
| SetGprFloat || || Set gpr value as float value
|-
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
|GetGpr / GetGPR || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|-
|-
|GetPcRingBuffer || ||
|SetGpr / SetGPR || eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
Require defined getEEObject() as eeObj
|-
|-
|Precompile || || Requires unknown values
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|-
|-
|CalcInsnHash || ||
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
| GetFpr / GetFPR || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
| SetFpr / SetFPR || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|}
|GetPc || ||eeObj.GetPc(), can be used also with additional var. like eeObj.GetPc()+4
 
====== SetGsTitleFix ======
 
<pre>One of the most important LUA commands. It modifies the Graphics Synthesizer's behavior.
 
Part of EmuObject() class, it's frequently used in official configs.</pre>
'''Examples'''
<pre>
-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
------------------------------------------------------------------------------------------------------
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
------------------------------------------------------------------------------------------------------
--  Performance  fix ( bug# 9474 )
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
else
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
end
------------------------------------------------------------------------------------------------------
-- bug# 9972
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bully bug 9392
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } )
------------------------------------------------------------------------------------------------------
-- Bug#9174 -
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bug#9240 (Light maps uprender)
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
------------------------------------------------------------------------------------------------------
-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
------------------------------------------------------------------------------------------------------
-- Accumulate fill area only when conditions are met
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
------------------------------------------------------------------------------------------------------
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
</pre>
 
<br />
'''Commands'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Example !! Notes !! Values
|-
|-
|globalSet || emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5}) || used with workLoadThreshold or  waveThreshold or loadThreshold
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|-
|-
|reserved || ||
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|-
|-
|ignoreSubBuffCov|| ||ignore ? buffer coverage
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) Possible events are gif.dma,  vif0.dma,  vif1.dma,  sif0.dma,  sif1.dma,  ipu0.dma,  ipu1.dma . This command allow to delay certain DMA transfer by cycles.
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
|DmaAddHook || ||
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
|DmaRemoveHook || ||
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
|WaitVu1 || ||
|-
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || eeObj.Vu1MpgCycles(100) Values is cycles that VU1 microprogram should run before force end
|-
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
|GetPcRingBuffer || ||
|-
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
|-
|-
|forceBiLinear || ||
|FastForwardClock || ||
|-
|-
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} ) ||
|AdvanceClock || ||
|-
|-
|forceSimpleFetch ||   emuObj.SetGsTitleFix( "forceSimpleFetch""reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) . Pointer can be read from GPR
|-
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
|Precompile || ||
|-
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
|CalcInsnHash || ||
|-
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|AddJitResetHook || ||
|-
|-
|includeAreaUpdate|| ||
|RemoveJitResetHook || ||
|-
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
|getOverlayObject || || local eeOverlay = eeObj.getOverlayObject()
|-
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
|-
|-
|changeAlpha|| ||
! !! getGLSObject class !!
|-
|-
|}
| getGLSObject || ||  
 
<br>'''Arguments/variables'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Usage !! Notes
|-style="background-color:#7698FF"
|  || Variable ||  
|-
|-
|alpha_mask || ||
|Enable || ||
|-
|-
|texType || {texType = 3}|| (1-3, more? )
|EnableServerRecording || ||  
|-
|-
|texMode || || 1 - Point? , 2 - bilinear
|Pause || ||  
|-style="background-color:#D7EF54"
|-
| || Argument ||
! !! getGsObject class !!
|-
| getGsObject || local gsObj = getGsObject() ||  
|-
|-
|alphaIsNot || || alpha - is not X
|SetL2HMode || ||
|-
|-
|twIsLess || || texture width - is less than X
|SetUprenderMode ||gsObj.SetUprenderMode(0)|| Sets uprender mode.  Overrides CLI 0=none, 1=2x2
|-
|-
|thIsLess || || texture height - is less than X
|SetUpscaleMode || ||
|-
|-
|twIsNot || || texture width - is not X
|GetFramesInQueue || ||
|-
|-
|thIsNot || || texture width - is not X
|SetFrameSkipping || ||
|-
|-
|psmIsNot || || texture pixel storage format - is not X
|SetDeinterlaceShift || || gsObj.SetDeinterlaceShift(0)
<pre>PSMCT32  = 0   PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|primIsNot || || GS primitive type - is not
! !! getAudioObject class !!
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|mipIsGt || || mip level is grater than X (?)
| getAudioObject || ||  
|-
|-
|-style="background-color:#FEA15C"
| muteStreamingAll || ||  
| || Needs wikify ||
|-
|-
|zmsk || || Z (depth) draw mask
| muteStreamingMain || ||  
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|tw || || texture width
| muteStreamingBGM || ||  
|-
|-
|th || || texture height
! !! getRemotePlayObject class !!
|-
|-
|ztst || || Z (depht) test method
| getRemotePlayObject || ||  
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3
 
0 -                      All pixels fail
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
|mmin || || MMIN flag
| Enable || ||  
<pre>NEAREST                = 0
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|-
|prim || || GS primitive type
! !! getVideoRecordingObject class !!
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|fillArea || ||  
| getVideoRecordingObject || ||
|-
|-
|frameW || ||  
| Enable || ||  
|-
|-
|renderSelf || ||
! !! getSharePlayObject class !!
|-
|-
|hasClut || ||  
| getSharePlayObject || ||  
|-
|-
|alphaTest || ||  
| Enable || ||  
|-
|-
|primTest || ||
! !! getSpriteObject group  !!
|-
|-
|workLoadThreshold || ||  
|getSpriteObject || ||
|-
|-
|alpha || || <pre> example: alpha=0x80000044
|Enable || ||
alpha=0</pre>
|-
|-
|tbp || || texture base pointer
|Disable || ||
|-
|-
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
|BindFragmentShader || ||
|-
|-
|psm || {psm=0}  || texture pixel storage format
|SetShaderParams || || <div align="left">
<pre>PSMCT32  = 0   PSMT4HL = 36
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
PSMCT24  = 1   PSMT4HH = 44
Example usage:
PSMCT16  = 2  PSMZ32  = 48
 
PSMCT16S = 10  PSMZ24  = 49
local sprite0 = getSpriteObject(0)
PSMT8    = 19  PSMZ16  = 50
local scanlineParams = {
PSMT4    = 20  PSMZ16S = 58
240.0, -- float scanlineCount
PSMT8H  = 27  </pre>
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
|mxl || || maximum mip level (0-6)
|BindTexture || ||
|-
|-
|fbmask || { fbmask= 0x00FFFFFF}|| Framebuffer mask(?)
|SetPosXY || ||
|-
|-
|totalArea || ||  
|SetSizeXY || ||
|-
|-
|packedRegs || ||  
|SetPosUV || ||
|-
|-
|packedRegsLo || ||  
|SetSizeUV || ||
|-
|-
|packedRegsHi || ||  
|PrintContext || ||
|-
|-
|packedRegsNum || ||  
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
|-
<pre>local sprite0 = getSpriteObject(0)
|packedFlags || ||
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
|-
|-
|packedPrim || ||
! !! Not require Obj call group, or unknown !!
|-
|-
|areaNumFrames || ||  
| eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
|-
|-
|waveThreshold || ||  
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38</pre>
|-
|-
|loadThreshold || ||  
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
But functions from this list should be available in every emu:
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
fabs cosf fabsf
sinf acosf asinf
sqrtf fptoui fptodp
litodp dptoli dptofp
memcpy memset strlen</pre>
|-
|-
|fixSpriteDivTab || ||
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
|}
 
===== (IOP) IOPObject =====
 
<pre>Commands for the emulated input-output processor</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
| GsCustomShader || ||  
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
GetCPR0 SetCPR0</pre></div>
|-style="background-color:#7698FF"
|  || Memory editing ||  
|-
|-
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
|-
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
| getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
|-
|-
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
| Unlock || ||  
|-
|-
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
| getScreenShotObject || ||  
|-
|-
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
| IsUnlocked || ||  
|-
|-
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
0x27bdfff0, -- addiu $sp, -0x10
0xffbf0000, -- sd $ra, 0(sp)
0xffb00008, -- sd $s0, 8(sp)
0x3c05000f, -- lui $a1, 0x000f
0x34a57000, -- ori $a1, 0x7000
0x0c0db8b6, -- jal Script::State::DoString
0x0080802d, -- move $s0, $a0
0x24050001, -- li $a1, 1
0x0c0dba4c, -- jal Script::State::IsNull(int)
0x0200202d, -- move $a0, $s0
0xdfb00008, -- ld $s0, 8(sp)
0xdfbf0000, -- ld $ra, 0(sp)
0x03e00008, -- jr ra
0x27bd0010  -- addiu $sp, 0x10
})</pre></div>
|-
|-
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
| eeDebugBreak || ||  
|-
|-
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
| CsBindShader || ||  
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|-
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
| CsSetParamInt32 || ||  
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
| CsSetParamFloat || ||  
|-
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
| CsResetContext || ||  
|-
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
| CsPrintContext || ||  
iopObj.ReadMem32(gp - 348)
|-
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
| PsBindShader || ||  
|-
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
| PsSetParamInt32 || ||  
|-
|-
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
| PsSetParamFloat || ||  
|-
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
| PsResetContext || ||  
|-
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
| PsPrintContext || ||  
|-
|ReadMemStr || ||
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-style="background-color:#FEA15C"
|  || Clock speed ||
|-
| FastForwardClock || iopObj.FastForwardClock() ||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|AddHook || iopObj.AddHook()||
|-
|RemoveHook || iopObj.RemoveHook()||
|-
|-
|}
|}
<b>Note:</b> eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.


===== (GS) GsObject =====
===Registers for hook===
Registers defined in alias files.


<pre>Commands for the emulated Graphics Synthesizer</pre>
'''GetGpr/SetGpr
'''
<pre>gpr.zero gpr.at
gpr.v0  gpr.v1
gpr.a0  gpr.a1  gpr.a2  gpr.a3
gpr.t0  gpr.t1  gpr.t2  gpr.t3
gpr.t4  gpr.t5  gpr.t6  gpr.t7
gpr.s0  gpr.s1  gpr.s2  gpr.s3
gpr.s4  gpr.s5  gpr.s6  gpr.s7
gpr.t8  gpr.t9
gpr.k0  gpr.k1
gpr.gp  gpr.sp  gpr.fp  gpr.ra
gpr.lo  gpr.hi  gpr.sa


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
example: eeObj.GetGpr(gpr.a1) </pre>
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
| getGsObject || local gsObj = getGsObject() ||
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||
|-
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|-
|}


===== Does not require Object calling or Unknown =====
'''GetCPR0/SetCPR0
'''
<pre>cpr.index   cpr.pagemask
cpr.random   cpr.wired
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count
cpr.context   cpr.entryhi
 
 
cpr.compare   cpr.config    cpr.taglo
cpr.status   cpr.badpaddr  cpr.taghi
cpr.cause   cpr.hwbk cpr.errorepc
cpr.epc   cpr.pccr
cpr.prid
 
example: eeObj.GetCPR0(cpr.status) </pre>
 
===SetGsTitleFix===
 
One of very important commands in ps2 emu lua, allow to change GS behavior.
Part of EmuObject() class, used frequently in official configs.
<br>Example usage from official config files: https://pastebin.com/yf802Up3
 
 
'''Commands'''


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Command !! Notes
|-
|-
| eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
|-
|-
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
|reserved ||
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38</pre>
|-
|-
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) || Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0)
|forceBiLinear ||
|-
|-
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
|ignoreSubBuffCov|| ignore ? buffer coverage
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
But functions from this list should be available in every emu:
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
fabs cosf fabsf
sinf acosf asinf
sqrtf fptoui fptodp
litodp dptoli dptofp
memcpy memset strlen</pre>
|-
|-
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
|trianglesAsParticles||
|-
|-
| GsCustomShader || ||  
|ignoreAreaUpdate||
|-
|-
| Unlock || ||  
|SetSelfRender||
|-
|-
| IsUnlocked || ||  
|ignoreSprite||
|-
|-
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
|clipScissors||
0x27bdfff0, -- addiu $sp, -0x10
0xffbf0000, -- sd $ra, 0(sp)
0xffb00008, -- sd $s0, 8(sp)
0x3c05000f, -- lui $a1, 0x000f
0x34a57000, -- ori $a1, 0x7000
0x0c0db8b6, -- jal Script::State::DoString
0x0080802d, -- move $s0, $a0
0x24050001, -- li $a1, 1
0x0c0dba4c, -- jal Script::State::IsNull(int)
0x0200202d, -- move $a0, $s0
0xdfb00008, -- ld $s0, 8(sp)
0xdfbf0000, -- ld $ra, 0(sp)
0x03e00008, -- jr ra
0x27bd0010  -- addiu $sp, 0x10
})</pre></div>
|-
|-
| eeDebugBreak || ||  
|forcePoint||
|-
|-
| CsBindShader || ||  
|forcePointSampling||
|-
|-
| CsSetParamInt32 || ||  
|setRejectionArea||
|-
|-
| CsSetParamFloat || ||  
|ignoreUpRender|| Ignore uprender for texture type described in params
|-
|-
| CsResetContext || ||  
|includeAreaUpdate||
|-
|-
| CsPrintContext || ||  
|forceSimpleFetch||
|-
|-
| PsBindShader || ||  
|fetchFromCurrBuff||
|-
|-
| PsSetParamInt32 || ||  
|ignoreUpShiftTri||
|-
|-
| PsSetParamFloat || ||  
|skipPacked||
|-
|-
| PsResetContext || ||  
|changeAlpha||
|-
|-
| PsPrintContext || ||  
|ignoreUpRenderTimeout||
|-
|-
|}
|}


<pre>Note: eeObj, emuObj, gsObj, etc. are described as required but this is not really true. You can set the functions locals that they use as whatever you want, but due to the specificity of that emulator, it will be better to keep official naming used in official configs.</pre>
'''Arguments/variables
 
'''
===== Other objects =====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Argument !! Notes
|-
|-
! !! getGLSObject class !!
|alpha_mask ||
|-
|-
| getGLSObject || ||  
|alphaIsNot || alpha - is not X
|-
|-
|Enable || ||
|texMode || 1 - Point? , 2 - bilinear
|-
|-
|EnableServerRecording || ||  
|twIsLess || texture width - is less than X
|-
|-
|Pause || ||  
|thIsLess || texture height - is less than X
|-
|-
! !! getAudioObject class !!
|twIsNot || texture width - is not X
|-
|-
| getAudioObject || ||  
|thIsNot || texture width - is not X
|-
|-
| muteStreamingAll || ||  
|psmIsNot || texture pixel storage format - is not X
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
| muteStreamingMain || ||  
|zmsk || Z (depth) draw mask
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
| muteStreamingBGM || ||  
|tw || texture width
|-
|-
! !! getRemotePlayObject class !!
|th || texture height
|-
|-
| getRemotePlayObject || ||  
|ztst || Z (depht) test method
|-
<pre>ZNOUSE  = 0
| Enable || ||
ZALWAYS  = 1
|-
ZGEQUAL  = 2
! !! getVideoRecordingObject class !!
ZGREATER = 3
 
0 -                       All pixels fail
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
| getVideoRecordingObject || ||
|mipIsGt || mip level is grater than X (?)
|-
|-
| Enable || ||  
|mmin || MMIN flag
<pre>NEAREST                = 0
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|-
! !! getSharePlayObject class !!
|prim || GS primitive type
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
| getSharePlayObject || ||  
|primIsNot || GS primitive type - is not
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
| Enable || ||  
|fillArea ||  
|-
|-
! !! getSpriteObject group  !!
|frameW ||
|-
|-
|getSpriteObject || ||
|renderSelf ||  
|-
|-
|Enable || ||
|hasClut ||  
|-
|-
|Disable || ||
|alphaTest ||  
|-
|-
|BindFragmentShader || ||
|primTest ||  
|-
|-
|SetShaderParams || || <div align="left">
|workLoadThreshold ||  
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:
 
local sprite0 = getSpriteObject(0)
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
|BindTexture || ||
|alpha || <pre> example: alpha=0x80000044
alpha=0</pre>
|-
|-
|SetPosXY || ||
|texType || (1-3, more? )
|-
|-
|SetSizeXY || ||
|tbp || texture base pointer
|-
|-
|SetPosUV || ||
|cbp || CLUT buffer base pointer
|-
|-
|SetSizeUV || ||
|psm || texture pixel storage format
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|PrintContext || ||
|mxl || maximum mip level (0-6)
|-
|fbmask || ?
|-
|totalArea ||
|-
|packedRegs ||
|-
|packedRegsLo ||
|-
|packedRegsHi ||
|-
|packedRegsNum ||
|-
|packedFlags ||  
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
|packedPrim ||  
<pre>local sprite0 = getSpriteObject(0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
|-
|-
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|areaNumFrames ||  
|-
|-
| getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
|waveThreshold ||  
|-
|-
| getScreenShotObject || ||  
|loadThreshold ||  
|-
|-
|fixSpriteDivTab ||
|}
|}


==== Registers for hook ====
===Example configs===


Registers defined in alias files.  
====Official example====
<pre>
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.4)


'''GetGpr/SetGpr
-- Star Wars: Racer Revenge (SLES-50366) [US]
'''
<pre>gpr.zero gpr.at
gpr.v0  gpr.v1
gpr.a0  gpr.a1  gpr.a2  gpr.a3
gpr.t0  gpr.t1  gpr.t2  gpr.t3
gpr.t4  gpr.t5  gpr.t6  gpr.t7
gpr.s0  gpr.s1  gpr.s2  gpr.s3
gpr.s4  gpr.s5  gpr.s6  gpr.s7
gpr.t8  gpr.t9
gpr.k0  gpr.k1
gpr.gp  gpr.sp  gpr.fp  gpr.ra
gpr.lo  gpr.hi  gpr.sa


example: eeObj.GetGpr(gpr.a1)
local eeObj = getEEObject()
</pre>


'''GetCPR0/SetCPR0
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
'''
eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom
<pre>cpr.index   cpr.pagemask
eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV
cpr.random   cpr.wired
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count
cpr.context   cpr.entryhi




cpr.compare   cpr.config    cpr.taglo
-- Track#
cpr.status   cpr.badpaddr  cpr.taghi
-- The Grand Reefs : 6
cpr.cause   cpr.hwbk cpr.errorepc
-- Ruins of Carnuss Gorgull : 9
cpr.epc   cpr.pccr
eeObj.AddHook(0x187330, 0x3c010001, function()
cpr.prid
local track = eeObj.GetGpr(gpr.a1)
 
print(string.format("Track : %d", track))
example: eeObj.GetCPR0(cpr.status) </pre>
if track == 6 or track == 9 then
 
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
 
else
==== Official PS2 configuration examples ====
eeObj.Vu1MpgCycles(100) -- default value.
 
end
*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].
end)
 
<br>Canis Canem Edit
<br>'''SLES 535.61'''
<br>'''LUA'''
<pre>
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.1)
-- EA sports cricket 07 bug 9392
-- Performance fix
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
</pre>
</pre>


==== Custom config.lua examples ====
====Custom config.lua example====


Here is the first custom LUA configuration created by the community:
Here is the first custom lua config created by the community:


<pre>
<pre>
Line 1,840: Line 1,624:
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</pre>
</pre>
This is a very basic command to replace a part of the EE memory with another instruction.  
 
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.  
This is very basic command to replace part of EE memory with other instruction.  
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 0.4 is highest known for now.  
* -- Fix black screen SLUS-20064 is comment
* -- Fix black screen SLUS-20064 is comment
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing the value 0x4100FFFF to 0x00000000 at the offset of 0x1CF3CC  . Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing here 0x4100FFFF to 0x00000000 at 0x1CF3CC memory offset. Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]


= Memory Mapping =
==PS3 Config support==


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
Emulator support configs in format known from ps2_netemu/ps2classic from PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.<br/>
! Name !! From !! To
To enable ps3 style config add this to config-emu-ps4.txt:
|-
 
|EE Flat Memory (4gb)             ||  0x0000008000000000 ||  0x0000008100000000
*--lopnor-config=1
*--ps2-title-id=TITLE-ID
 
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).
<br>Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
<br>Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
 
 
'''Config repository:''' https://github.com/Zarh/ManaGunZ/tree/master/pkgfiles/USRDIR/sys/CONFIG
Just download as raw file, and rename correctly.
 
Please keep in mind that not all commands are recognized, only 0x01 (can depend on emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
For example Rayman 3 config not work due to unsupported command.<br>
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value). Same goes for 0x11 (--vu0-accurate-addsub-range can be used).<br>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= PS2 Bios =
 
==Description==
 
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
<br>Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that  [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]
 
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module.
<br>
<br>'''PS20220WD20050620.crack file MD5: 83AD2B530C9C102A561BA1CDC6D996D5'''
 
While PS3 emulators patch bios to preferred region, emulator used in PS4 use so called CallHook which is known better for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's literally the same code, but PS4 emus don't have patches for different bios revisions.
 
==Files inside ROM image==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
|IOP Flat Memory (4gb)            || 0x0000009000000000 || 0x0000009100000000
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
|-
|R59 Binary Cache                  || 0x0000000914B10000 || 0x0000000916B10000
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|-
|-
|R30 Binary Cache                  || 0x0000000916B14000 || 0x0000000917314000
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|-
|-
|jitVU0                            || 0x0000000917318000 || 0x0000000917B18000
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|-
|-
|jitVU1                            || 0x0000000917B1C000 || 0x0000000918B1C000
| LOGO || 0xA2D0 || PS1 logo? || BIN
|-
|-
! !! Host's EE Memory Map !!
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
|-
|-
|EE RAM - Kernel                  || 0x0000008000000000 || 0x0000008000080000
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-
|-
|EE RAM - Debug                    || 0x0000008000078000 || 0x0000008000080000
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|-
|-
|EE RAM - User                    || 0x0000008000080000 || 0x0000008002000000
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
|-
|-
|EE Hw Devices                    || 0x0000008010000000 || 0x0000008010010000
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|-
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|-
|-
|EE ROM                            || 0x000000801FC00000 || 0x000000801FFE0000
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|-
|-
|EE RAM - Uncached                || 0x0000008020080000 || 0x0000008022000000
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
|-
|-
|EE RAM - UncachedAccel            || 0x0000008030100000 || 0x0000008032000000
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|-
|-
|EE Scratchpad                    || 0x0000008070000000 || 0x0000008070004000
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
|-
|EE Debug                          || 0x00000080FFFF8000 || 0x0000008100000000
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|-
|-
! !! Host's IOP Memory Map  !!
| SYSCLIB || 0x2BE30 || System C Library. || ELF
|-
|-
|IOP RAM                          || 0x0000009000000000 || 0x0000009000200000
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|-
|-
|IOP RAM (mirror 1)                || 0x0000009000200000 || 0x0000009000400000
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|-
|-
|IOP RAM (mirror 2)                || 0x0000009000400000 || 0x0000009000600000
| VBLANK || 0x38020 || V-Blank management || ELF
|-
|-
|IOP RAM (mirror 3)                || 0x0000009000600000 || 0x0000009000800000
| IOMAN || 0x38DB0 || IO Manager || ELF
|-
|-
|IOP Scratchpad                    || 0x000000901F800000 || 0x000000901F801000
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
|-
|-
|IOP HW                            || 0x000000901F801000 || 0x000000901F810000
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|-
|-
|IOP ROM                          ||  0x000000901FC00000 || 0x000000901FFE0000
| ADDDRV || 0x3DF60 ||  Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
|-
|}
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
 
== Registers Map ==
 
=== EE-IOP ===
 
<pre>
This list of registers is yet to be completed. Some registers are incorrectly named or include incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless. Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values (IOP, VU0, and VU1 registers' offsets are static in all emulators).
</pre>
 
<pre>
List was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
</pre>
 
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR-EE
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPR
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | CP0
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR-IOP
! scope=col | Address
|-
|-
| zero  || 0x1000000000 || f00 || 0x1000000230 || Index ||  0x10000002D0 || zero ||  0x1020000000
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|-style="background-color:#EEEFF2"
|  at || 0x1000000010  ||  f01 ||  0x1000000234 ||  Random ||  0x10000002D4  || at  || 0x1020000004
|-
|-
|   v0 || 0x1000000020 || f02 || 0x1000000238 ||  EntryLo0  || 0x10000002D8  || v0  || 0x1020000008
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|-style="background-color:#EEEFF2"
|  v1 ||  0x1000000030 || f03 || 0x100000023C  || EntryLo1 ||  0x10000002DC  || v1  || 0x102000000C
|-
|-
|   a0 || 0x1000000040 || f04  || 0x1000000240  ||  Context ||  0x10000002E0  || a0  || 0x1020000010
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
|-style="background-color:#EEEFF2"
|  a1 ||  0x1000000050 ||  f05 ||  0x1000000244 ||  PageMask ||  0x10000002E4  ||  a1 || 0x1020000014
|-
|-
|   a2 || 0x1000000060 ||  f06 ||  0x1000000248 ||  Wired  ||    0x10000002E8 || a2  || 0x1020000018
| EENULL || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|-style="background-color:#EEEFF2"
|  a3 ||  0x1000000070 ||  f07 || 0x100000024C  ||  rsvd7  ||    0x10000002EC ||  a3 || 0x102000001C
|-
|-
|   t0  ||  0x1000000080 ||  f08 ||  0x1000000250 ||  BadVAddr ||    0x10000002F0 ||  t0 || 0x1020000020
| PS1ID || 0x40E50 ||  Only found in newer boot ROMs || BIN
|-style="background-color:#EEEFF2"
|  t1  ||  0x1000000090 ||  f09||  0x1000000254 ||  Count  ||   0x10000002F4 ||  t1 || 0x1020000024
|-
|-
|   t2  || 0x10000000A0 || f10 ||  0x1000000258 ||  EntryHi  ||    0x10000002F8 ||  t2 || 0x1020000028
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|-style="background-color:#EEEFF2"
|  t3  || 0x10000000B0  || f11  ||  0x100000025C ||  Compare ||    0x10000002FC ||  t3 || 0x102000002C
|-
|-
|   t4  || 0x10000000C0  || f12 || 0x1000000260  ||  Status ||    0x1000000300 ||  t4 || 0x1020000030
| PS1VERJ || 0x40F50 ||  || BIN
|-style="background-color:#EEEFF2"
t5  || 0x10000000D0  ||  f13 ||  0x1000000264 ||  Cause ||    0x1000000304 ||  t5 || 0x1020000034
|-
|-
|   t6  || 0x10000000E0  ||  f14 ||  0x1000000268 ||  EPC  ||    0x1000000308 ||  t6 || 0x1020000038
| PS1VERA || 0x40F60 ||  || BIN
|-style="background-color:#EEEFF2"
t7 ||  0x10000000F0 ||  f15 ||  0x100000026C ||  PRid  ||    0x100000030C || t7  || 0x102000003C
|-
|-
|   s0 || 0x1000000100 ||  f16 || 0x1000000270 || Config ||    0x1000000310 ||  s0 || 0x1020000040
| PS1VERE || 0x40F70 ||  || BIN
|-style="background-color:#EEEFF2"
|  s1 || 0x1000000110  || f17  ||  0x1000000274 ||  Iab ||    0x1000000314 || s1 || 0x1020000044
|-
|-
|   s2 || 0x1000000120 ||  f18 ||  0x1000000278 ||  Iabm ||    0x1000000318 || s2 || 0x1020000048
| PS1VERC || 0x40F80 ||  || BIN
|-style="background-color:#EEEFF2"
|  s3 ||  0x1000000130 || f19 || 0x100000027C  ||  Dab ||    0x100000031C ||  s3 || 0x102000004C
|-
|-
|   s4 || 0x1000000140  || f20  || 0x1000000280  ||  Dabm ||    0x1000000320 || s4  || 0x1020000050
| PS1VERH || 0x40F90 ||  || BIN
|-style="background-color:#EEEFF2"
|  s5 ||  0x1000000150 || f21  ||  0x1000000284 ||  Dvm  ||    0x1000000324 || s5 || 0x1020000054
|-
|-
|   s6 || 0x1000000160 || f22 || 0x1000000288 ||  Dvbm  ||    0x1000000328 || s6  || 0x1020000058
| OSDSYS || 0x40FA0 || The browser || BIN
|-style="background-color:#EEEFF2"
|  s7 ||  0x1000000170 ||  f23 ||  0x100000028C ||  BadPAddr ||    0x100000032C ||  s7 || 0x102000005C
|-
|-
|   t8 || 0x1000000180  ||  f24 || 0x1000000290  || Debug   ||   0x1000000330 || t8  ||  0x1020000060
| - || 0x40FB0 ||  || BIN
|-style="background-color:#EEEFF2"
|  t9 ||  0x1000000190 ||  f25 ||  0x1000000294 ||  Perf  ||    0x1000000334 || t9  || 0x1020000064
|-
|-
|   k0 ||  0x10000001A0 || f26  ||  0x1000000298 ||  Pcr0 ||    0x1000000338 || k0 ||  0x1020000068
| RDRAM || 0x41000 || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|-style="background-color:#EEEFF2"
|  k1 ||  0x10000001B0 || f27  || 0x100000029C  ||  Pcr1 ||    0x100000033C ||  k1 ||   0x102000006C
|-
|-
|   gp || 0x10000001C0 || f28  || 0x10000002A0 || TagLo  ||    0x1000000340 ||  gp  || 0x1020000070
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|-style="background-color:#EEEFF2"
|  sp ||  0x10000001D0 ||  f29 || 0x10000002A4  || TagHi  ||    0x1000000344 ||  sp  || 0x1020000074
|-
|-
|   fp || 0x10000001E0 || f30 || 0x10000002A8  ||  ErrorEPC ||    0x1000000348 ||  fp || 0x1020000078
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|-style="background-color:#EEEFF2"
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C
|-
|-
|   hi/hi1 (2x 64bit) || 0x1000000200  || fACC || 0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C   
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|-style="background-color:#EEEFF2"
|  lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
|-
|-
|   sa  || 0x1000000220 || cp1cond  || 0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|--style="background-color:#EEEFF2"
|    ||  ||  fpu ver ||  0x10000002B8   
|-
|-
|   ||   || fpu sticky  || 0x10000002BC   
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
|--style="background-color:#EEEFF2"
|  ||  ||  fpu ctrl ||  0x10000002C0
|-
|-
|   ||   || 2CF unknown || 0x10000002C4 
| - || 0x49FF0 ||   || BIN
|-
|-
|}
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
 
=== Emulator related registers ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes 
|-
|-
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
| - || 0x4B160 ||   || BIN
|-style="background-color:#8b9dc3"
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br>
Updated only on branch/jump tests, unless commands such as --ee-pc-coherency  or --ee-insn-flush-pc are used.<br>
Then updates are instant, right when instructions are executed. <br>
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830
|-
|-
| (?) || 0x100000036C ||
| TBIN || 0x4B800 ||  The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
  Updated on branch/jump instructions, emulator seems to use it to store next address that will be executed.
At least in recompiler to interpreter fallback mode. During tests it shows 0x80000184
|-
|-
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).  
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
Evt check is performed on branch test when 0.
Fastforwardclock set this to 0,
advanceclock subtract value from this fake reg)</pre>
|-
|-
|Cycles ||0x1000000378||  
| XLOADFILE || 0x5A740 || Updated module || ELF
|-
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
This register most of times will hold last executed syscall address,
sometimes last tlb miss or break(if "as nop" is disabled).
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.</pre>
|-
|-
|}
| - || 0x5F420 ||   || BIN
 
=== VU0 Registers ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
|-
|-
| vf00 || 0x103000000C|| 0x1030000008 || 0x1030000004||  0x1030000000|| vf17 || 0x103000011C|| 0x1030000118|| 0x1030000114||  0x1030000110
| MCSERV || 0x61340 ||  RPC server for MCMAN. || ELF
|-style="background-color:#EEEFF2"
| vf01 || 0x103000001C || 0x1030000018|| 0x1030000014||0x1030000010 || vf18 || 0x103000012C|| 0x1030000128|| 0x1030000124|| 0x1030000120
|-
|-
| vf02 || 0x103000002C|| 0x1030000028|| 0x1030000024|| 0x1030000020|| vf19 ||0x103000013C|| 0x1030000138|| 0x1030000134|| 0x1030000130
| - || 0x63040 ||   || BIN
|-style="background-color:#EEEFF2"
| vf03 || 0x103000003C||0x1030000038 ||0x1030000034 || 0x1030000030|| vf20 || 0x103000014C|| 0x1030000148|| 0x1030000144|| 0x1030000140
|-
|-
| vf04 || 0x103000004C|| 0x1030000048|| 0x1030000044|| 0x1030000040|| vf21 || 0x103000015C||0x1030000158 || 0x1030000154|| 0x1030000150
| KROMG || 0x64000 ||   || BIN
|-style="background-color:#EEEFF2"
| vf05 || 0x103000005C|| 0x1030000058|| 0x1030000054|| 0x1030000050|| vf22 || 0x103000016C|| 0x1030000168|| 0x1030000164|| 0x1030000160
|-
|-
| vf06 || 0x103000006C|| 0x1030000068 || 0x1030000064|| 0x1030000060|| vf23 || 0x103000017C||0x1030000178 || 0x1030000174||0x1030000170
| - || 0x65CC0 ||   || BIN
|-style="background-color:#EEEFF2"
| vf07 || 0x103000007C|| 0x1030000078 || 0x1030000074|| 0x1030000070|| vf24 ||0x103000018C || 0x1030000188|| 0x1030000184||0x1030000180
|-
|-
| vf08 || 0x103000008C|| 0x1030000088|| 0x1030000084|| 0x1030000080|| vf25 || 0x103000019C || 0x1030000198||0x1030000194 ||0x1030000190
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|-style="background-color:#EEEFF2"
| vf09 || 0x103000009C ||0x1030000098||0x1030000094 || 0x1030000090|| vf26 || 0x10300001AC|| 0x10300001A8||0x10300001A4||0x10300001A0
|-
|-
| vf10|| 0x10300000AC|| 0x10300000A8|| 0x10300000A4|| 0x10300000A0|| vf27 || 0x10300001BC||0x10300001B8 ||0x10300001B4||0x10300001B0
| - || 0x7FE70 ||   || BIN
|-style="background-color:#EEEFF2"
| vf11 || 0x10300000BC|| 0x10300000B8|| 0x10300000B4||0x10300000B0 || vf28 || 0x10300001CC||0x10300001C8 || 0x10300001C4||0x10300001C0
|-
|-
| vf12 ||0x10300000CC || 0x10300000C8||0x10300000C4 || 0x10300000C0|| vf29 || 0x10300001DC||0x10300001D8 ||0x10300001D4 ||0x10300001D0
| ROMVER || 0x7FF00 || ROM version. || BIN
|-style="background-color:#EEEFF2"
| vf13 || 0x10300000DC|| 0x10300000D8|| 0x10300000D4|| 0x10300000D0|| vf30 || 0x10300001EC|| 0x10300001E8|| 0x10300001E4||0x10300001E0
|-
|-
| vf14 || 0x10300000EC||0x10300000E8 || 0x10300000E4|| 0x10300000E0|| vf31 || 0x10300001FC|| 0x10300001F8|| 0x10300001F4||0x10300001F0
| - || 0x7FF10 ||   || BIN
|-style="background-color:#EEEFF2"
| vf15 || 0x10300000FC|| 0x10300000F8|| 0x10300000F4|| 0x10300000F0|| ACC || 0x103000020C|| 0x1030000208||0x1030000204 || 0x1030000200
|-
|-
| vf16 || 0x103000010C ||0x1030000108 || 0x1030000104|| 0x1030000100
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|-
|-
|}
| - || 0x7FF90 ||   || BIN
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | Address
|-
| vi00 || 0x1030000210 ||Status|| 0x1030000310??
|-style="background-color:#EEEFF2"
| vi01 || 0x1030000220  || MACflag || 0x1030000320??
|-
|-
| vi02|| 0x1030000230  || Clipflag || 0x1030000330??
| ROMGSCRT || 0x80000 ||   || BIN
|-style="background-color:#EEEFF2"
|  vi03||  0x1030000240 || c2c19 || 0x1030000340??
|-
|-
| vi04|| 0x1030000250 || R || 0x1030000350??
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|-style="background-color:#EEEFF2"
|  vi05|| 0x1030000260  || I || 0x1030000360
|-
|-
| vi06|| 0x1030000270 || Q || 0x1030000590
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|-style="background-color:#EEEFF2"
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
|-
|-
| vi08|| 0x1030000290 || c2c24 || 0x1030000390??
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|-style="background-color:#EEEFF2"
|  vi09||  0x10300002A0 || c2c25 || 0x10300003A0??
|-
|-
| vi10|| 0x10300002B0 || TPC || 0x10300003B0
| PADMAN || 0xA30C0 || Pad manager. || ELF
|-style="background-color:#EEEFF2"
|  vi11||  0x10300002C0|| CMSAR0 || 0x10300003C0??
|-
|-
| vi12|| 0x10300002D0 || FBRST || 0x10300003D0
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|-style="background-color:#EEEFF2"
|  vi13||  0x10300002E0 || VPU-STAT || 0x10300003E0??
|-
|-
| vi14|| 0x10300002F0 || CMSAR1 || 0x10300003F0??
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-style="background-color:#EEEFF2"
|  vi15||  0x1030000300 || c2c30 || 0x1030000400??
|-
|-
|}
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
=== VU1 Registers ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
|-
|-
| vf00 || 0x104000000C|| 0x1040000008 || 0x1040000004||  0x1040000000|| vf17 || 0x104000011C|| 0x1040000118|| 0x1040000114||  0x1040000110
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|-style="background-color:#EEEFF2"
| vf01 || 0x104000001C || 0x1040000018|| 0x1040000014||0x1040000010 || vf18 || 0x104000012C|| 0x1040000128|| 0x1040000124|| 0x1040000120
|-
|-
| vf02 || 0x104000002C|| 0x1040000028|| 0x1040000024|| 0x1040000020|| vf19 ||0x104000013C|| 0x1040000138|| 0x1040000134|| 0x1040000130
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|-style="background-color:#EEEFF2"
| vf03 || 0x104000003C||0x1040000038 ||0x1040000034 || 0x1040000030|| vf20 || 0x104000014C|| 0x1040000148|| 0x1040000144|| 0x1040000140
|-
|-
| vf04 || 0x104000004C|| 0x1040000048|| 0x1040000044|| 0x1040000040|| vf21 || 0x104000015C||0x1040000158 || 0x1040000154|| 0x1040000150
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|-style="background-color:#EEEFF2"
| vf05 || 0x104000005C|| 0x1040000058|| 0x1040000054|| 0x1040000050|| vf22 || 0x104000016C|| 0x1040000168|| 0x1040000164|| 0x1040000160
|-
|-
| vf06 || 0x104000006C|| 0x1040000068 || 0x1040000064|| 0x1040000060|| vf23 || 0x104000017C||0x1040000178 || 0x1040000174||0x1040000170
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|-style="background-color:#EEEFF2"
| vf07 || 0x104000007C|| 0x1040000078 || 0x1040000074|| 0x1040000070|| vf24 ||0x104000018C || 0x1040000188|| 0x1040000184||0x1040000180
|-
|-
| vf08 || 0x104000008C|| 0x1040000088|| 0x1040000084|| 0x1040000080|| vf25 || 0x104000019C || 0x1040000198||0x1040000194 ||0x1040000190
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|-style="background-color:#EEEFF2"
| vf09 || 0x104000009C ||0x1040000098||0x1040000094 || 0x1040000090|| vf26 || 0x10400001AC|| 0x10400001A8||0x10400001A4||0x10400001A0
|-
|-
| vf10|| 0x10400000AC|| 0x10400000A8|| 0x10400000A4|| 0x10400000A0|| vf27 || 0x10400001BC||0x10400001B8 ||0x10400001B4||0x10400001B0
| XCDVDFSV || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
|-style="background-color:#EEEFF2"
| vf11 || 0x10400000BC|| 0x10400000B8|| 0x10400000B4||0x10400000B0 || vf28 || 0x10400001CC||0x10400001C8 || 0x10400001C4||0x10400001C0
|-
|-
| vf12 ||0x10400000CC || 0x10400000C8||0x10400000C4 || 0x10400000C0|| vf29 || 0x10400001DC||0x10400001D8 ||0x10400001D4 ||0x10400001D0
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|-style="background-color:#EEEFF2"
| vf13 || 0x10400000DC|| 0x10400000D8|| 0x10400000D4|| 0x10400000D0|| vf30 || 0x10400001EC|| 0x10400001E8|| 0x10400001E4||0x10400001E0
|-
|-
| vf14 || 0x10400000EC||0x10400000E8 || 0x10400000E4|| 0x10400000E0|| vf31 || 0x10400001FC|| 0x10400001F8|| 0x10400001F4||0x10400001F0
| PS2LOGO || 0x11ABB0 || Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|-style="background-color:#EEEFF2"
| vf15 || 0x10400000FC|| 0x10400000F8|| 0x10400000F4|| 0x10400000F0|| ACC || 0x104000020C|| 0x1040000208||0x1040000204 || 0x1040000200
|-
|-
| vf16 || 0x104000010C ||0x1040000108 || 0x1040000104|| 0x1040000100
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|-
|-
| OSDSYS || 0x139A00 ||  The browser || BIN
|-
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root).  || BIN
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
== Game_ID/DiscID in PS20220WD20050620.crack ==


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.
{| class=wikitable style="border: none; background: none;"
 
! scope=col | Register
Original PS2 bios from models with emulated IOP, include similar list file called XPARAM.ELF. Title IDs there are not the same, although some of them exist on both lists.
! scope=col | Address
 
| rowspan=900 style="border: none; background: none;"|
{| class="wikitable sortable" ||  
! scope=col | Register
! scope=col | Address
|-  
|-  
| vi00 || 0x1040000210 ||vi16|| 0x1040000310??
! Command !! Name
|-style="background-color:#EEEFF2"
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
|-
|-
| vi02|| 0x1040000230  || vi18 || 0x1040000330??
| 0x00 || TITLE_MASK
|-style="background-color:#EEEFF2"
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
|-
|-
| vi04|| 0x1040000250 ||  vi20 || 0x1040000350??
| 0x01 || SIO2_MASK
|-style="background-color:#EEEFF2"
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
|-
|-
| vi06|| 0x1040000270 || vi22 || 0x1040000370??
| 0x02 || DEV9_MASK
|-style="background-color:#EEEFF2"
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
|-
|-
| vi08|| 0x1040000290 || vi24 || 0x1040000390??
| 0x03 || USB_MASK
|-style="background-color:#EEEFF2"
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
|-
|-
| vi10|| 0x10400002B0 || vi26 || 0x10400003B0
| 0x04 || SIF_DMA_SYNC
|-style="background-color:#EEEFF2"
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
|-
|-
| vi12|| 0x10400002D0 || vi28 || 0x10400003D0
| 0x05 || SIF_DMA_LOAD
|-style="background-color:#EEEFF2"
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
|-
|-
| vi14|| 0x10400002F0 || vi30 || 0x10400003F0??
| 0x06 || DMAC_CH10_INT_DELAY
|-style="background-color:#EEEFF2"
|-
| vi15|| 0x1040000300 || vi31 || 0x1040000400??
| 0x07 || MECHA_RECOGTIME
|-
| 0x08 || CPU_DELAY
|-
| 0x09 || DEV5_INT_SPEED
|-
| 0x0A || CDVD_READ_DELAY
|-
| 0x0B || SPU2_BEHAVIOR
|-
|-
|}
|}


= Open CL and Floats =
{| class="wikitable sortable" ||
 
|-  
In this part, we describe the PS4 native Floating point support and OpenCL information, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. The information below came from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist].
! ID !! Title !! Command !! Value !! Remarks
 
|-
== CPU ==
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
|-
|-
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Device Vendor                              ||   AuthenticAMD
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Device Vendor ID                            ||   0x1022
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Device OpenCL C Version                     ||   OpenCL C 1.2 pocl
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Device Type                                ||   CPU
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Max compute units                          ||   8
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Max work item dimensions                    ||   3
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Max work item sizes                        ||   4096x4096x4096
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Max work group size                        ||   4096
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Preferred work group size multiple          ||   8
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
! Half-precision Floating-point support      !!  (n/a)
|PBPX_952.24 || DVD Player (Version 2.16)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
! Single-precision Floating-point support    !!  (core)
|PBPX_952.28 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Denormals                                  || Yes
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Infinity and NANs                          || Yes
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to nearest                            || Yes
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to zero                              || Yes
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to infinity                          || Yes
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| IEEE754-2008 fused multiply-add            || No
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Support is emulated in software            || No
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Correctly-rounded divide and sqrt operations|| Yes
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Denormals                                  || Yes
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Infinity and NANs                          || Yes
|PTPX_970.38 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Round to nearest                            || Yes
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| Round to zero                              || Yes
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| Round to infinity                          || Yes
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| IEEE754-2008 fused multiply-add            || Yes
|SCPM_621.15 ||                                                                     || 0x00 ||  0x1000000 || TITLE_MASK
|-
|-
| Support is emulated in software            || No
|SCPM_621.16 ||                                                                     || 0x00 ||  0x1000000 || TITLE_MASK
|-
|-
! Execution capabilities                      !!
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Run OpenCL kernels                          || Yes
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Run native kernels                          || Yes
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| SPIR versions                              || 1.2
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Device Extensions                          ||   <div align="left"><pre> cl_khr_byte_addressable_store
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_3d_image_writes
cl_khr_spir
cl_khr_fp64
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics </pre></div>
|-
|-
|}
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
 
== GPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
|-
|-
|Device Name                                  ||   AMD LIVERPOOL
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Device Vendor                                ||   AMD
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Device Vendor ID                           ||   0x1002
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                           || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Device Version                                || OpenCL 1.1
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|Device OpenCL C Version                      || OpenCL C 1.1
|SCPS_150.38 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
|Device Type                                  || GPU
|SCPS_150.39 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
|Max compute units                            || 18
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|-
|-
|Max work item dimensions                      || 3
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|Max work item sizes                          ||  256x256x256
|SCPS_200.39 ||                                                                      || 0x00 ||  0x4000000 || TITLE_MASK
|-
|-
|Max work group size                            || 256
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||    0x2000 || SIF_DMA_SYNC
|-
|-
|Compiler Available                              || Yes
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||        0xB || DEV9_MASK
|-
|-
|Preferred work group size multiple            || 64
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
!Half-precision Floating-point support        !!  (cl_khr_fp16)
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
|Denormals                                    || No
|SLES_503.64 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|-
|Infinity and NANs                            || Yes
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|-
|Round to nearest                              || Yes
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|Round to zero                                || No
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|-
|Round to infinity                            || No
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|IEEE754-2008 fused multiply-add              || No
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|Support is emulated in software              || No
|SLES_507.29 ||                                                                     || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
!Single-precision Floating-point support   !!    (core)
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|Denormals                                    || No
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
|-
|-
|Infinity and NANs                            || Yes
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|Round to nearest                              || Yes
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|Round to zero                                || No
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|Round to infinity                            || No
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|IEEE754-2008 fused multiply-add              || No
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||      0x802 || SIO2_MASK
|-
|-
|Support is emulated in software              || No
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||      0x801 || SIO2_MASK
|-
|-
|Correctly-rounded divide and sqrt operations  || No
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||      0x10 || SIF_DMA_SYNC
|-
|-
!Double-precision Floating-point support      !!  (cl_khr_fp64)
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||    0x1800 || SIO2_MASK
|-
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||    0x3000 || SIO2_MASK
|-
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||    0x80540 || CDVD_READ_DELAY
|-
|-
|Denormals                                    || Yes
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|Infinity and NANs                            || Yes
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|Round to nearest                              || Yes
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
|Round to zero                                || Yes
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|-
|-
|Round to infinity                            || Yes
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|IEEE754-2008 fused multiply-add              || Yes
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||    0x1A5E || CPU_DELAY
|-
|-
|Support is emulated in software              || No
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
!Execution capabilities !!
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|Run OpenCL kernels                            || Yes
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|Run native kernels                            || No
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||    0x1388 || CPU_DELAY
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16</pre></div>
|-
|-
|}
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||    0x1388 || CPU_DELAY
 
= PS3 Configuration support =
 
<pre>
The PS2 emulator of the PS4 supports configurations in the known format from ps2_netemu/ps2classic that came from the PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic. To enable PS3 style configuration, add this to config-emu-ps4.txt:
 
--lopnor-config=1
--ps2-title-id=TITLE-ID
 
The configuration file needs to be in folder ...'''/patches/{TITLE-ID}/''' and the file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. The Title ID needs to be in XXXX-YYYYY format (ex. SLUS-12345). Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin. A tester confirmed that configurations work as is without even the need to edit them.
</pre>
 
<pre>
Please keep in mind that not all PS3 commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27 and 0x42.
For example, the Rayman 3 configuration does not work due to the command being unsupported on PS4.
Command 0x07 is NOT recognized, but can be manually translated to CLI configuration (to "--vu-xgkick-delay=value").
Same goes for command 0x11 (--vu0-accurate-addsub-range can be used).
</pre>
 
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configurations/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*A PS4 log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= Known issues =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
|-
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator ||  
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| Missing COP2 pipeline emulation. || [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing]  || Rearranging code through lua patches. || While COP2 is a part of EE, in terms of emulation it's a separate processor that can run on its own. Consequently, some operations take a long time while EE still minds own its business. Some games abuse this and do their own thing, knowing that COP2 calculation takes an expected number of cycles. On this emu, every COP2 opcode is instant, which break games that expect it to take some time.
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| VU0 is not running in sync with EE core || 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. || EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, setting the value of 5 to ee cycle scalar, and patches to rearrange code. Most of the time, it will be CTC2/QMTC2 instructions with interlock that are affected. || Emulator kickstarts VU0 for 256 cycles, while reporting that 512 cycles passed. Yup, we are out of sync right from the start of VU0 mpg because people working for $ony don't know that VU0 run at EE MHz, not at EE bus MHz. Not to mention, that a 256 cycles kickstart is too much even on the correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| FPU/VU math inaccuracies. || Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Many others  || Lua patches to the EE memory, accurate math commands. || PS2 use really obscure floating point math, only one guard bit is used in calculations. PCSX2 hack it with different rounding modes, emu on ps4 fix it with soft floats, usually applied per offset. Sometime with patches directly to affected code (THPS engine).
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||    0x1388 || CPU_DELAY
<br>Worth to note that pcsx2 by default apply "accurate add/sub" for every single FPU opcode, and only to fpu opcodes. That why sometimes we need to use accurate add/sub while pcsx2 is happy at default settings.
|-
|-
| M-Bit support is broken || '''Every game that uses M-Bit'''. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [https://github.com/PCSX2/pcsx2/pull/3593] || Lua patches to the EE memory || While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue).
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| Multitap doesn't support all games || Urban reign, Digimon Rumble Arena 2, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port.
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|VIF1 runs too fast || Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others  || Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command || Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|Reading VU TPC registers returns wrong values || Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) || Patches in lua. || In this emu TPC stores full addresses, which is wrong. Real hardware keep there addr >> 3. Worth noting that EoR games read VU1 TPC in a nasty way, accessing 0x43A0(VU1 TPC) from COP2 code.
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|VIF command interrupts handled before VIFn_CODE is updated. || Onimusha Blade Warriors || Fixed by patch in intr handler. || This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically makes everything out of sync later as interrupts are happening, but handler does nothing about them.
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||    0x1F40 || CPU_DELAY
|-
|-
| CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region uses special SDK. This issue makes cdvdman become stuck on any request because it thinks that the cdvd key is invalid.
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code.
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-
|-
| Corrupted SIF0 transfer when not full QW is send by IOP || True Crime: LA, PDC DC 2008, Street Racing Syndicate(1.03) || Patches in lua. || IOP is able to send words by SIF0, EE DMAC can only transfer Quadwords. When IOP send not full QW real hardware use whatever was in buffer from previous transfer for missing words (only words that are requested by iop are overwritten in transfer buffer). Emu probably memset 0 that part.
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|}
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)             || 0x08 ||    0x1388 || CPU_DELAY
 
= Unconfirmed or unknown issues (vodoo/speculation) =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
|-
| Inaccurate GIF timing || The Matrix: Path of Neo, Tenchu - Fatal Shadows, Batman begins, and possibly many more! || LUA patches, or hooking schedulerdelayevent on an affected offset ||
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| (CDVD -> IOP -> EE) timing inaccuracy || The Simpsons, Bee Movie, Robot Alchemic Drive, Raw Danger!, Wild ARMS 4, Genji dawn of the samurai, Dragon ball z budokai tenkaichi 1, Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. || IOP, EE, CDVD CLI commands, Lua patches, and even VU1 commands. || The IOP is set by default to run 2x faster than it's designed, and what it's designed at is likely incorrect in the first place. Likewise with CDVD, making it hard to recognize the correct speed. Users may encounter frozen or distorted audio, games irresponsive to input, and frozen fmvs repeating the same frame and sound they were stuck at. Red Dead Revolver is an official release affected by this issue.
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                 || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
| IPU emulation inaccuracy || Burnout 3, Tony Hawk's Underground, Onimusha Dawn of Dreams || ? ||  
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
| Inaccurate hsync rate/bad ipu timing || Bee movie, Never7, Tomb Raider: The Angel of Darkness, ESPN - NBA 2K5 || Underclocking/overclocking the EE, limiting the fps, and LUA patches. || Because the video goes out of sync either initially or midpoint, the game freezes at whatever frame it was at, repeating the exact same audio over and over again, or in some cases skipping parts of it and continuing normally. This is a timing issue that can be the result of more than one thing. As such, the cause can be one thing, or a combination of things going wrong. Predicting the cause can be a challenge, as PCSX2 is also affected by this issue, albeit at a lesser degree.
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|}
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||        0xB || DEV9_MASK
 
= PS2 Bios =
 
== Description ==
 
The PS2 BIOS is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.
 
This PS2 BIOS is known to blacklist some titles, and refuse to boot them. This includes all titles with the 00000000 000000A0 flag, documented [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack|here]].
 
'''More about the PS2 BIOS'''
<pre>
The version of the PS2 BIOS seems to be the developement v2.20 from the Japanese region (22/01/2007), and is not limited to booting only NTSC-J games.
The PS2 emulator does not support USB peripherals, but this seems not to be a limitation of the BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different PS2 BIOS versions exist, named PS20190AC20030623_nordram_miniOSD.bin. This PS2 BIOS has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both BIOS files seems to be the special RDRAM module.
 
Whilst the PS3 patches its PS2 BIOS to preferred regions, the PS4 uses a so called CallHook which is better known for PCSX2 users as fastboot. For more information about this patch, look at PCSX2's fastboot code. It is the same code except that PS2 emulators for PS4 do not have patches for different BIOS revisions.
</pre>
 
'''PS2 BIOS file information:'''
<pre>
File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
</pre>
 
== Files inside ROM image ==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||     0x300 || CDVD_READ_DELAY
|-
|-
| LOGO || 0xA2D0 || PS1 logo? || BIN
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|-
|-
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||      0xFA0 || CPU_DELAY
|-
|-
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||   0x80380 || CDVD_READ_DELAY
|-
|-
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||       0xB || DEV9_MASK
|-
|-
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||        0xB || DEV9_MASK
|-
|-
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
|-
|-
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||        0xB || DEV9_MASK
|-
|-
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||    0x2400 || SIO2_MASK
|-
|-
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||       0xB || DEV9_MASK
|-
|-
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
| SYSCLIB || 0x2BE30 || System C Library. || ELF
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
| VBLANK || 0x38020 || V-Blank management || ELF
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||     0xCE4 || CPU_DELAY
|-
|-
| IOMAN || 0x38DB0 || IO Manager || ELF
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|-
|-
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||    0x2001C || SPU2_BEHAVIOR
|-
|-
| ADDDRV || 0x3DF60 || Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|-
|-
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
| EENULL || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|SLPM_664.36 || Aria the Natural                                                    || 0x00 ||  0xA000000 || TITLE_MASK
|-
|-
| PS1ID || 0x40E50 || Only found in newer boot ROMs || BIN
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
| PS1VERJ || 0x40F50 ||   || BIN
|SLPM_665.74 || Detective Evangelion                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
| PS1VERA || 0x40F60 ||   || BIN
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| PS1VERE || 0x40F70 || || BIN
|SLPM_680.10 ||                                                                     || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| PS1VERC || 0x40F80 || || BIN
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| PS1VERH || 0x40F90 || || BIN
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
|-
|-
| OSDSYS || 0x40FA0 || The browser || BIN
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| - || 0x40FB0 ||   || BIN
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
|-
|-
| RDRAM || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|SLPS_201.01 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|-
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| - || 0x49FF0 ||   || BIN
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
|SLPS_201.99 || F1 2002                                                              || 0x0B ||   0x20005 || SPU2_BEHAVIOR
|-
|-
| - || 0x4B160 ||   || BIN
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||       0xB || DEV9_MASK
|-
|-
| TBIN || 0x4B800 || The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||    0x1B58 || CPU_DELAY
|-
|-
| XLOADFILE || 0x5A740 || Updated module || ELF
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
| - || 0x5F420 ||   || BIN
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
| MCSERV || 0x61340 || RPC server for MCMAN. || ELF
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
| - || 0x63040 ||   || BIN
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| KROMG || 0x64000 ||   || BIN
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||   0x805DC || CDVD_READ_DELAY
|-
|-
| - || 0x65CC0 ||   || BIN
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| - || 0x7FE70 ||   || BIN
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| ROMVER || 0x7FF00 || ROM version. || BIN
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|-
|-
| - || 0x7FF10 ||   || BIN
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| - || 0x7FF90 ||   || BIN
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| ROMGSCRT || 0x80000 ||   || BIN
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||     0xDAC || CPU_DELAY
|-
|-
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
| PADMAN || 0xA30C0 || Pad manager. || ELF
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||         5 || MECHA_RECOGTIME
|-
|-
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B || 0x8000000 || SPU2_BEHAVIOR
|-
|-
| XCDVDFSV || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|SLPS_257.27 || Routes PE                                                            || 0x08 ||      0x3E8 || CPU_DELAY
|-
|-
| PS2LOGO || 0x11ABB0 ||  Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 ||  0xA000000 || TITLE_MASK
|-
|-
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
| OSDSYS || 0x139A00 ||  The browser || BIN
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 ||  0x8000010 || DEV5_INT_SPEED
|-
|-
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root).  || BIN
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|SLUS_202.74 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|}
 
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
 
== Game_ID/DiscID in PS20220WD20050620.crack ==
 
<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 BIOS included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.
 
The original PS2 BIOS from models with emulated IOP, include a similar list file called XPARAM.ELF. The Title IDs there are not the same, although some of them exist on both lists.</pre>
 
{| class="wikitable sortable" ||  
|-
! Command !! Name
|-
|-
| 0x00 || TITLE_MASK
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| 0x01 || SIO2_MASK
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| 0x02 || DEV9_MASK 
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|-
| 0x03 || USB_MASK
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| 0x04 || SIF_DMA_SYNC
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| 0x05 || SIF_DMA_LOAD
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY 
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| 0x07 || MECHA_RECOGTIME 
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||      0x801 || SIO2_MASK
|-
|-
| 0x08 || CPU_DELAY
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| 0x09 || DEV5_INT_SPEED
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
|-
|-
| 0x0A || CDVD_READ_DELAY 
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
|-
|-
| 0x0B || SPU2_BEHAVIOR 
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
|-
|-
|}
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||     0x1388 || CPU_DELAY
 
{| class="wikitable sortable" ||
|-
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||       0xB || DEV9_MASK
|-
|-
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||     0x1388 || CPU_DELAY
|-
|-  
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|}
|-
 
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
= Folder/File layout =
|-
 
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Example: Max Payne Classic
|-
 
|PBPX_952.28 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
<pre>
|-
├── config-emu-ps4.txt
|PBPX_952.35 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── docs
|-
│   └── revision.h
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── eboot.bin
|-
├── feature_data
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│   └── SLES-50326_features.lua
|-
├── formatted.card
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── image
|-
│   └── disc01.iso
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── lua_include
|-
│   ├── ee-cpr0-alias.lua
|PBPX_955.18 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│   ├── ee-gpr-alias.lua
|-
│   ├── ee-hwaddr.lua
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│   ├── language.lua
|-
│   ├── pad-and-key.lua
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│   ├── ps2.lua
|-
│   └── utils.lua
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── patches
|-
│   └── SLES-50326_cli.conf
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── PS20220WD20050620.crack
|-
├── ps2-emu-compiler.self
|PTPX_970.38 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
├── sce_companion_httpd
|-
│   └── html
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      ├── BackCover.jpg
|-
│      ├── base
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── arrow_up.png
|-
│      │   └── sprites.png
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      ├── css
|-
│      │   ├── default-skin.png
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   └── styles.min.css
|-
│      ├── index.html
|SCPM_621.15 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
│      ├── js
|-
│      │   └── app.min.js
|SCPM_621.16 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
│      ├── large
|-
│      │   ├── Box01.jpg
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   ├── Box04.jpg
|-
│      │   ├── landscape
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Box01.jpg
|-
│      │   │   ├── Box04.jpg
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page01.jpg
|-
│      │   │   ├── Page02.jpg
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page03.jpg
|-
│      │   │   ├── Page04.jpg
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page05.jpg
|-
│      │   │   ├── Page06.jpg
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page07.jpg
|-
│      │   │   ├── Page08.jpg
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page09.jpg
|-
│      │   │   ├── Page10.jpg
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page11.jpg
|-
│      │   │   ├── Page12.jpg
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page13.jpg
|-
│      │   │   ├── Page14.jpg
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page15.jpg
|-
│      │   │   ├── Page16.jpg
|SCPS_150.38 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   │   ├── Page17.jpg
|-
│      │   │   ├── Page18.jpg
|SCPS_150.39 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   │   ├── Page19.jpg
|-
│      │   │   ├── Page20.jpg
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
│      │   │   ├── Page21.jpg
|-
│       │   │   ├── Page22.jpg
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   │   ├── Page23.jpg
|-
│      │   │   ├── Page24.jpg
|SCPS_200.39 ||                                                                      || 0x00 ||  0x4000000 || TITLE_MASK
│       │   │   ├── Page25.jpg
|-
│      │   │   ├── Page26.jpg
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||     0x2000 || SIF_DMA_SYNC
│       │   │   ├── Page27.jpg
|-
│      │   │   ├── Page28.jpg
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page29.jpg
|-
│       │   │   ├── Page30.jpg
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page31.jpg
|-
│      │   │   ├── Page32.jpg
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||      0xC1C || CPU_DELAY
│      │   │   ├── Page33.jpg
|-
│      │   │   ├── Page34.jpg
|SLES_503.64 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   │   ├── Page35.jpg
|-
│      │   │   ├── Page36.jpg
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
│      │   │   ├── Page37.jpg
|-
│      │   │   ├── Page38.jpg
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page39.jpg
|-
│      │   │   ├── Page40.jpg
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
│      │   │   ├── Page41.jpg
|-
│      │   │   ├── Page42.jpg
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page43.jpg
|-
│       │   │   ├── Page44.jpg
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Page45.jpg
|-
│      │   │   ├── Page46.jpg
|SLES_507.29 ||                                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Page47.jpg
|-
│      │   │   ├── Page48.jpg
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Page49.jpg
|-
│      │   │   ├── Page50.jpg
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
│      │   │   ├── Page51.jpg
|-
│      │   │   ├── Page52.jpg
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page53.jpg
|-
│      │   │   ├── Page54.jpg
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page55.jpg
|-
│      │   │   ├── Page56.jpg
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   │   ├── Page57.jpg
|-
│      │   │   ├── Page58.jpg
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   │   └── Page59.jpg
|-
│      │   ├── Page01.jpg
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||      0x802 || SIO2_MASK
│      │   ├── Page02.jpg
|-
│      │   ├── Page03.jpg
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||      0x801 || SIO2_MASK
│      │   ├── Page04.jpg
|-
│      │   ├── Page05.jpg
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||      0x10 || SIF_DMA_SYNC
│      │   ├── Page06.jpg
|-
│      │   ├── Page07.jpg
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page08.jpg
|-
│      │   ├── Page09.jpg
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||     0x3000 || SIO2_MASK
│      │   ├── Page100.jpg
|-
│      │   ├── Page101.jpg
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||    0x80540 || CDVD_READ_DELAY
│      │   ├── Page102.jpg
|-
│      │   ├── Page103.jpg
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   ├── Page104.jpg
|-
│      │   ├── Page105.jpg
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page106.jpg
|-
│      │   ├── Page107.jpg
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||      0xC1C || CPU_DELAY
│      │   ├── Page108.jpg
|-
│      │   ├── Page109.jpg
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
│      │   ├── Page10.jpg
|-
│      │   ├── Page110.jpg
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
│      │   ├── Page111.jpg
|-
│      │   ├── Page112.jpg
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
│      │   ├── Page113.jpg
|-
│       │   ├── Page114.jpg
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   ├── Page115.jpg
|-
│      │   ├── Page116.jpg
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page11.jpg
|-
│      │   ├── Page12.jpg
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page13.jpg
|-
│      │   ├── Page14.jpg
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page15.jpg
|-
│      │   ├── Page16.jpg
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page17.jpg
|-
│      │   ├── Page18.jpg
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page19.jpg
|-
│      │   ├── Page20.jpg
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page21.jpg
|-
│      │   ├── Page22.jpg
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page23.jpg
|-
│      │   ├── Page24.jpg
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│       │   ├── Page25.jpg
|-
│      │   ├── Page26.jpg
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page27.jpg
|-
│      │   ├── Page28.jpg
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page29.jpg
|-
│       │   ├── Page30.jpg
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page31.jpg
|-
│      │   ├── Page32.jpg
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page33.jpg
|-
│       │   ├── Page34.jpg
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page35.jpg
|-
│      │   ├── Page36.jpg
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page37.jpg
|-
│       │   ├── Page38.jpg
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
│      │   ├── Page39.jpg
|-
│      │   ├── Page40.jpg
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page41.jpg
|-
│       │   ├── Page42.jpg
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
│      │   ├── Page43.jpg
|-
│      │   ├── Page44.jpg
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
│       │   ├── Page45.jpg
|-
│      │   ├── Page46.jpg
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page47.jpg
|-
│       │   ├── Page48.jpg
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page49.jpg
|-
│      │   ├── Page50.jpg
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||     0x1450 || CPU_DELAY
│       │   ├── Page51.jpg
|-
│      │   ├── Page52.jpg
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||     0x1450 || CPU_DELAY
│      │   ├── Page53.jpg
|-
│      │   ├── Page54.jpg
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page55.jpg
|-
│       │   ├── Page56.jpg
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page57.jpg
|-
│      │   ├── Page58.jpg
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||    0x20014 || SPU2_BEHAVIOR
│      │   ├── Page59.jpg
|-
│       │   ├── Page60.jpg
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
│      │   ├── Page61.jpg
|-
│      │   ├── Page62.jpg
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
│      │   ├── Page63.jpg
|-
│       │   ├── Page64.jpg
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||      0x300 || CDVD_READ_DELAY
│      │   ├── Page65.jpg
|-
│      │   ├── Page66.jpg
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
│       │   ├── Page67.jpg
|-
│      │   ├── Page68.jpg
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||      0xFA0 || CPU_DELAY
│      │   ├── Page69.jpg
|-
│      │   ├── Page70.jpg
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||    0x80380 || CDVD_READ_DELAY
│       │   ├── Page71.jpg
|-
│      │   ├── Page72.jpg
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page73.jpg
|-
│       │   ├── Page74.jpg
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page75.jpg
|-
│      │   ├── Page76.jpg
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
│       │   ├── Page77.jpg
|-
│      │   ├── Page78.jpg
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page79.jpg
|-
│      │   ├── Page80.jpg
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||     0x2400 || SIO2_MASK
│       │   ├── Page81.jpg
|-
│      │   ├── Page82.jpg
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   ├── Page83.jpg
|-
│       │   ├── Page84.jpg
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page85.jpg
|-
│      │   ├── Page86.jpg
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│       │   ├── Page87.jpg
|-
│      │   ├── Page88.jpg
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
│       │   ├── Page89.jpg
|-
│      │   ├── Page90.jpg
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   ├── Page91.jpg
|-
│       │   ├── Page92.jpg
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
│      │   ├── Page93.jpg
|-
│      │   ├── Page94.jpg
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
│       │   ├── Page95.jpg
|-
│      │   ├── Page96.jpg
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||      0xCE4 || CPU_DELAY
│      │   ├── Page97.jpg
|-
│       │   ├── Page98.jpg
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
│      │   └── Page99.jpg
|-
│       ├── medium
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||      0x60 || CPU_DELAY
│      │   ├── Box01.jpg
|-
│      │   ├── Box04.jpg
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||    0x2001C || SPU2_BEHAVIOR
│      │   ├── landscape
|-
│      │   │   ├── Box01.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Box04.jpg
|-
│      │   │   ├── Page01.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page02.jpg
|-
│      │   │   ├── Page03.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page04.jpg
|-
│      │   │   ├── Page05.jpg
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page06.jpg
|-
│      │   │   ├── Page07.jpg
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page08.jpg
|-
│      │   │   ├── Page09.jpg
|SLPM_664.36 || Aria the Natural                                                    || 0x00 ||  0xA000000 || TITLE_MASK
│      │   │   ├── Page10.jpg
|-
│      │   │   ├── Page11.jpg
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page12.jpg
|-
│      │   │   ├── Page13.jpg
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||      0x3E8 || CPU_DELAY
│      │   │   ├── Page14.jpg
|-
│       │   │   ├── Page15.jpg
|SLPM_665.74 || Detective Evangelion                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   │   ├── Page16.jpg
|-
│      │   │   ├── Page17.jpg
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
│      │   │   ├── Page18.jpg
|-
│      │   │   ├── Page19.jpg
|SLPM_680.10 ||                                                                      || 0x08 ||     0x1388 || CPU_DELAY
│       │   │   ├── Page20.jpg
|-
│      │   │   ├── Page21.jpg
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
│      │   │   ├── Page22.jpg
|-
│      │   │   ├── Page23.jpg
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
│      │   │   ├── Page24.jpg
|-
│      │   │   ├── Page25.jpg
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page26.jpg
|-
│      │   │   ├── Page27.jpg
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
│      │   │   ├── Page28.jpg
|-
│      │   │   ├── Page29.jpg
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
│      │   │   ├── Page30.jpg
|-
│      │   │   ├── Page31.jpg
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
│      │   │   ├── Page32.jpg
|-
│      │   │   ├── Page33.jpg
|SLPS_201.01 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   │   ├── Page34.jpg
|-
│      │   │   ├── Page35.jpg
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page36.jpg
|-
│      │   │   ├── Page37.jpg
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page38.jpg
|-
│      │   │   ├── Page39.jpg
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│       │   │   ├── Page40.jpg
|-
│      │   │   ├── Page41.jpg
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page42.jpg
|-
│      │   │   ├── Page43.jpg
|SLPS_201.99 || F1 2002                                                              || 0x0B ||    0x20005 || SPU2_BEHAVIOR
│      │   │   ├── Page44.jpg
|-
│      │   │   ├── Page45.jpg
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page46.jpg
|-
│      │   │   ├── Page47.jpg
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   │   ├── Page48.jpg
|-
│      │   │   ├── Page49.jpg
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
│      │   │   ├── Page50.jpg
|-
│      │   │   ├── Page51.jpg
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   │   ├── Page52.jpg
|-
│       │   │   ├── Page53.jpg
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||      0xC1C || CPU_DELAY
│      │   │   ├── Page54.jpg
|-
│      │   │   ├── Page55.jpg
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
│      │   │   ├── Page56.jpg
|-
│      │   │   ├── Page57.jpg
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
│      │   │   ├── Page58.jpg
|-
│      │   │   └── Page59.jpg
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page01.jpg
|-
│      │   ├── Page02.jpg
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||    0x805DC || CDVD_READ_DELAY
│       │   ├── Page03.jpg
|-
│      │   ├── Page04.jpg
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│       │   ├── Page05.jpg
|-
│      │   ├── Page06.jpg
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page07.jpg
|-
│       │   ├── Page08.jpg
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page09.jpg
|-
│      │   ├── Page100.jpg
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
│       │   ├── Page101.jpg
|-
│      │   ├── Page102.jpg
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   ├── Page103.jpg
|-
│      │   ├── Page104.jpg
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page105.jpg
|-
│       │   ├── Page106.jpg
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page107.jpg
|-
│      │   ├── Page108.jpg
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page109.jpg
|-
│      │   ├── Page10.jpg
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page110.jpg
|-
│      │   ├── Page111.jpg
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||      0xDAC || CPU_DELAY
│      │   ├── Page112.jpg
|-
│      │   ├── Page113.jpg
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
│      │   ├── Page114.jpg
|-
│      │   ├── Page115.jpg
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page116.jpg
|-
│      │   ├── Page11.jpg
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||          5 || MECHA_RECOGTIME
│      │   ├── Page12.jpg
|-
│      │   ├── Page13.jpg
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page14.jpg
|-
│      │   ├── Page15.jpg
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page16.jpg
|-
│      │   ├── Page17.jpg
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page18.jpg
|-
│      │   ├── Page19.jpg
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page20.jpg
|-
│       │   ├── Page21.jpg
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page22.jpg
|-
│      │   ├── Page23.jpg
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page24.jpg
|-
│      │   ├── Page25.jpg
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B ||  0x8000000 || SPU2_BEHAVIOR
│      │   ├── Page26.jpg
|-
│      │   ├── Page27.jpg
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||      0x3E8 || CPU_DELAY
│      │   ├── Page28.jpg
|-
│       │   ├── Page29.jpg
|SLPS_257.27 || Routes PE                                                            || 0x08 ||      0x3E8 || CPU_DELAY
│      │   ├── Page30.jpg
|-
│      │   ├── Page31.jpg
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 ||  0xA000000 || TITLE_MASK
│       │   ├── Page32.jpg
|-
│      │   ├── Page33.jpg
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page34.jpg
|-
│      │   ├── Page35.jpg
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 ||  0x8000010 || DEV5_INT_SPEED
│      │   ├── Page36.jpg
|-
│      │   ├── Page37.jpg
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page38.jpg
|-
│      │   ├── Page39.jpg
|SLUS_202.74 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   ├── Page40.jpg
|-
│      │   ├── Page41.jpg
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page42.jpg
|-
│      │   ├── Page43.jpg
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page44.jpg
|-
│      │   ├── Page45.jpg
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||    0x80600 || CDVD_READ_DELAY
│      │   ├── Page46.jpg
|-
│      │   ├── Page47.jpg
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page48.jpg
|-
│      │   ├── Page49.jpg
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page50.jpg
|-
│      │   ├── Page51.jpg
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│       │   ├── Page52.jpg
|-
│      │   ├── Page53.jpg
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page54.jpg
|-
│       │   ├── Page55.jpg
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||      0x801 || SIO2_MASK
│      │   ├── Page56.jpg
|-
│      │   ├── Page57.jpg
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page58.jpg
|-
│      │   ├── Page59.jpg
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
│      │   ├── Page60.jpg
|-
│      │   ├── Page61.jpg
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
│      │   ├── Page62.jpg
|-
│      │   ├── Page63.jpg
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
│      │   ├── Page64.jpg
|-
│      │   ├── Page65.jpg
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page66.jpg
|-
│      │   ├── Page67.jpg
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page68.jpg
|-
│      │   ├── Page69.jpg
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page70.jpg
|-
│       │   ├── Page71.jpg
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page72.jpg
|-
│      │   ├── Page73.jpg
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page74.jpg
|-
│      │   ├── Page75.jpg
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page76.jpg
|-
│      │   ├── Page77.jpg
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page78.jpg
|-
│      │   ├── Page79.jpg
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page80.jpg
|-
│      │   ├── Page81.jpg
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page82.jpg
|-
│      │   ├── Page83.jpg
|}
│      │   ├── Page84.jpg
 
│      │   ├── Page85.jpg
= Folder/File layout =
│      │   ├── Page86.jpg
 
│       │   ├── Page87.jpg
Example: Max Payne Classic
│      │   ├── Page88.jpg
 
│      │   ├── Page89.jpg
<pre>
│      │   ├── Page90.jpg
├── config-emu-ps4.txt
│      │   ├── Page91.jpg
├── docs
│      │   ├── Page92.jpg
│   └── revision.h
│      │   ├── Page93.jpg
├── eboot.bin
│      │   ├── Page94.jpg
├── feature_data
│      │   ├── Page95.jpg
│   └── SLES-50326_features.lua
│      │   ├── Page96.jpg
├── formatted.card
│      │   ├── Page97.jpg
├── image
│      │   ├── Page98.jpg
│   └── disc01.iso
│      │   └── Page99.jpg
├── lua_include
│      ├── small
│   ├── ee-cpr0-alias.lua
│      │   ├── Box01.jpg
│   ├── ee-gpr-alias.lua
│      │   ├── Box04.jpg
│   ├── ee-hwaddr.lua
│       │   ├── landscape
│   ├── language.lua
│      │   │   ├── Box01.jpg
│   ├── pad-and-key.lua
│      │   │   ├── Box04.jpg
│   ├── ps2.lua
│      │   │   ├── Page01.jpg
│   └── utils.lua
│      │   │   ├── Page02.jpg
├── patches
│      │   │   ├── Page03.jpg
│   └── SLES-50326_cli.conf
│      │   │   ├── Page04.jpg
├── PS20220WD20050620.crack
│      │   │   ├── Page05.jpg
├── ps2-emu-compiler.self
│      │   │   ├── Page06.jpg
├── sce_companion_httpd
│      │   │   ├── Page07.jpg
│   └── html
│      │   │   ├── Page08.jpg
│       ├── BackCover.jpg
│      │   │   ├── Page09.jpg
│      ├── base
│      │   │   ├── Page10.jpg
│       │   ├── arrow_up.png
│      │   │   ├── Page11.jpg
│      │   └── sprites.png
│      │   │   ├── Page12.jpg
│      ├── css
│      │   │   ├── Page13.jpg
│       │   ├── default-skin.png
│       │   │   ├── Page14.jpg
│      │   └── styles.min.css
│      │   │   ├── Page15.jpg
│       ├── index.html
│      │   │   ├── Page16.jpg
│      ├── js
│      │   │   ├── Page17.jpg
│       │   └── app.min.js
│      │   │   ├── Page18.jpg
│      ├── large
│      │   │   ├── Page19.jpg
│       │   ├── Box01.jpg
│      │   │   ├── Page20.jpg
│      │   ├── Box04.jpg
│      │   │   ├── Page21.jpg
│      │   ├── landscape
│      │   │   ├── Page22.jpg
│      │   │   ├── Box01.jpg
│      │   │   ├── Page23.jpg
│      │   │   ├── Box04.jpg
│       │   │   ├── Page24.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Page25.jpg
│      │   │   └── Page59.jpg
│      │   │   ├── Page26.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   │   ├── Page27.jpg
│      │   └── Page116.jpg
│      │   │   ├── Page28.jpg
│      ├── medium
│      │   │   ├── Page29.jpg
│      │   ├── Box01.jpg
│      │   │   ├── Page30.jpg
│      │   ├── Box04.jpg
│      │   │   ├── Page31.jpg
│      │   ├── landscape
│      │   │   ├── Page32.jpg
│      │   │   ├── Box01.jpg
│       │   │   ├── Page33.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page34.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Page35.jpg
│      │   │   └── Page59.jpg
│       │   │   ├── Page36.jpg
│      │   ├── Page01.jpg from 01 to 116
│      │   │   ├── Page37.jpg
│      │   └── Page116.jpg
│      │   │   ├── Page38.jpg
│      ├── small
│       │   │   ├── Page39.jpg
│      │   ├── Box01.jpg from 01 to 04
│      │   │   ├── Page40.jpg
│      │   ├── Box04.jpg
│      │   │   ├── Page41.jpg
│      │   ├── landscape
│       │   │   ├── Page42.jpg
│      │   │   ├── Box01.jpg from 01 to 04
│      │   │   ├── Page43.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page44.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Page45.jpg
│      │   │   └── Page59.jpg
│      │   │   ├── Page46.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   │   ├── Page47.jpg
│      │   └── Page116.jpg
│      │   │   ├── Page48.jpg
│      └── thumbnails
│       │   │   ├── Page49.jpg
│           ├── BoxThumb01.jpg
│      │   │   ├── Page50.jpg
│           ├── BoxThumb04.jpg
│       │   │   ├── Page51.jpg
│           ├── landscape
│      │   │   ├── Page52.jpg
│           │   ├── BoxThumb01.jpg
│      │   │   ├── Page53.jpg
│           │   ├── BoxThumb04.jpg
│      │   │   ├── Page54.jpg
│           │   ├── Thumb01.jpg from 01 to 59
│      │   │   ├── Page55.jpg
│           │   └── Thumb59.jpg
│      │   │   ├── Page56.jpg
│           ├── Thumb01.jpg From 01 to 116
│      │   │   ├── Page57.jpg
│           └── Thumb116.jpg
│      │   │   ├── Page58.jpg
├── sce_module
│      │   │   └── Page59.jpg
│   ├── libc.prx
│      │   ├── Page01.jpg
│   └── libSceFios2.prx
│      │   ├── Page02.jpg
├── sce_sys
│      │   ├── Page03.jpg
│   ├── about
│      │   ├── Page04.jpg
│   │   └── right.sprx
│      │   ├── Page05.jpg
│   └── keystone
│      │   ├── Page06.jpg
└── trophy_data
│      │   ├── Page07.jpg
     └── SLES-50326_trophies.lua
│      │   ├── Page08.jpg
</pre>
│      │   ├── Page09.jpg
 
│      │   ├── Page100.jpg
= LUA include files =
│      │   ├── Page101.jpg
 
│      │   ├── Page102.jpg
<pre>
│      │   ├── Page103.jpg
Files that some official PS2 Classics PKG files use in order for the lua files to be separate.
│      │   ├── Page104.jpg
</pre>
│      │   ├── Page105.jpg
 
│      │   ├── Page106.jpg
'''pad-connect-type.lua'''
│      │   ├── Page107.jpg
<pre>
│      │   ├── Page108.jpg
local PadConnectType = {}
│      │   ├── Page109.jpg
 
│      │   ├── Page10.jpg
PadConnectType.DS4 = 0
│      │   ├── Page110.jpg
PadConnectType.HID              = 1 -- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
│      │   ├── Page111.jpg
PadConnectType.REMOTE_DS4      = 2 -- remote DS4 should behave just like regular DS4
│      │   ├── Page112.jpg
PadConnectType.REMOTE_VITA      = 3 -- remote VITA lacks analog L2/R2
│      │   ├── Page113.jpg
 
│      │   ├── Page114.jpg
return PadConnectType
│      │   ├── Page115.jpg
</pre>
│      │   ├── Page116.jpg
 
│      │   ├── Page11.jpg
'''sprite.lua'''
│       │   ├── Page12.jpg
<pre>
│       │   ├── Page13.jpg
local kFilterMode = {}
│       │   ├── Page14.jpg
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
│       │   ├── Page15.jpg
kFilterMode.Bilinear                        = 0x00000001 -- < Sample the four texels nearest the sample point, and blend linearly.
│       │   ├── Page16.jpg
 
│       │   ├── Page17.jpg
local kWrapMode = {}
│       │   ├── Page18.jpg
kWrapMode.Wrap                              = 0x00000000 -- < The integer portion of the input coordinate is discarded, and the fractional portion is used instead. <c>U=U-floorf(U);</c>
│       │   ├── Page19.jpg
kWrapMode.Mirror                            = 0x00000001 -- < The input coordinate is "reflected" across the texture boundary. This reflection may occur multiple times until the coordinate falls within the <c>[0..1]</c> range. <c>U=isOdd(floorf(U)) ? 1-fracf(U) : fracf(U)</c>
│      │   ├── Page20.jpg
kWrapMode.ClampLastTexel                    = 0x00000002 -- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
│      │   ├── Page21.jpg
kWrapMode.MirrorOnceLastTexel              = 0x00000003 -- < The input coordinate is reflected at most one time and then clamped to the range <c>[0..1]</c>. <c>U=abs(max(-1,min(1,U));</c>
│       │   ├── Page22.jpg
kWrapMode.ClampHalfBorder                  = 0x00000004 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
│      │   ├── Page23.jpg
kWrapMode.MirrorOnceHalfBorder              = 0x00000005 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
│       │   ├── Page24.jpg
kWrapMode.ClampBorder                      = 0x00000006 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
│       │   ├── Page25.jpg
kWrapMode.MirrorOnceBorder                  = 0x00000007 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
│      │   ├── Page26.jpg
 
│       │   ├── Page27.jpg
local kBlendMultiplier = {}
│      │   ├── Page28.jpg
kBlendMultiplier.Zero                            = 0x00000000  -- < Multiply the associated input by zero.
│      │   ├── Page29.jpg
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
│      │   ├── Page30.jpg
kBlendMultiplier.SrcColor                        = 0x00000002  -- < Multiply the associated input by the fragment color.
│      │   ├── Page31.jpg
kBlendMultiplier.OneMinusSrcColor                = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
│      │   ├── Page32.jpg
kBlendMultiplier.SrcAlpha                        = 0x00000004  -- < Multiply the associated input by the fragment alpha.
│      │   ├── Page33.jpg
kBlendMultiplier.OneMinusSrcAlpha                = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
│      │   ├── Page34.jpg
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
│      │   ├── Page35.jpg
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
│      │   ├── Page36.jpg
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
│      │   ├── Page37.jpg
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
│      │   ├── Page38.jpg
kBlendMultiplier.SrcAlphaSaturate                = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
│      │   ├── Page39.jpg
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page40.jpg
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page41.jpg
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
│      │   ├── Page42.jpg
kBlendMultiplier.InverseSrc1Color                = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
│      │   ├── Page43.jpg
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
│      │   ├── Page44.jpg
kBlendMultiplier.InverseSrc1Alpha                = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
│      │   ├── Page45.jpg
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page46.jpg
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page47.jpg
 
│      │   ├── Page48.jpg
local kBlendFunc = {}
│      │   ├── Page49.jpg
kBlendFunc.Add                          = 0x00000000  -- < The source value is added to the destination value.
│      │   ├── Page50.jpg
kBlendFunc.Subtract                    = 0x00000001  -- < The destination value is subtracted from the source value.
│      │   ├── Page51.jpg
kBlendFunc.Min                          = 0x00000002  -- < The minimum of the source and destination values is selected.
│      │   ├── Page52.jpg
kBlendFunc.Max                          = 0x00000003  -- < The maximum of the source and destination values is selected.
│      │   ├── Page53.jpg
kBlendFunc.ReverseSubtract              = 0x00000004  -- < The source value is subtracted from the destination value.
│      │   ├── Page54.jpg
 
│      │   ├── Page55.jpg
-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
│      │   ├── Page56.jpg
blendDefaultEquation = {
│      │   ├── Page57.jpg
kBlendMultiplier.SrcAlpha, -- src multiplier
│      │   ├── Page58.jpg
kBlendFunc.Add,                         -- blend function
│      │   ├── Page59.jpg
kBlendMultiplier.OneMinusSrcAlpha,     -- dest multiplier
│      │   ├── Page60.jpg
}
│      │   ├── Page61.jpg
 
│      │   ├── Page62.jpg
blendConstFadeEquation = {
│      │   ├── Page63.jpg
kBlendMultiplier.ConstantAlpha, -- src multiplier
│      │   ├── Page64.jpg
kBlendFunc.Add,                       -- blend function
│      │   ├── Page65.jpg
kBlendMultiplier.OneMinusConstantAlpha,     -- dest multiplier
│      │   ├── Page66.jpg
}
│      │   ├── Page67.jpg
 
│      │   ├── Page68.jpg
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
│      │   ├── Page69.jpg
</pre>
│      │   ├── Page70.jpg
 
│      │   ├── Page71.jpg
'''MipsInsn.lua'''
│      │   ├── Page72.jpg
<pre>
│      │   ├── Page73.jpg
MipsInsn = {}
│      │   ├── Page74.jpg
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
│      │   ├── Page75.jpg
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
│      │   ├── Page76.jpg
MipsInsn.IsDaddu = function(insn) return (insn & 0xfc0007ff) == 0x0000002d end -- daddu rd,rs,rt
│      │   ├── Page77.jpg
MipsInsn.IsAddu = function(insn) return (insn & 0xfc0007ff) == 0x00000021 end -- addu rd,rs,rt
│      │   ├── Page78.jpg
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
│      │   ├── Page79.jpg
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
│      │   ├── Page80.jpg
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
│      │   ├── Page81.jpg
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
│      │   ├── Page82.jpg
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
│      │   ├── Page83.jpg
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
│      │   ├── Page84.jpg
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
│      │   ├── Page85.jpg
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
│      │   ├── Page86.jpg
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
│      │   ├── Page87.jpg
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
│      │   ├── Page88.jpg
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end -- break [code]
│      │   ├── Page89.jpg
 
│      │   ├── Page90.jpg
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
│      │   ├── Page91.jpg
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
│      │   ├── Page92.jpg
MipsInsn.GetRd = function(insn) return (insn >> 11) & 0x1f end
│      │   ├── Page93.jpg
--MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end -- this can't create a negative value correctly
│      │   ├── Page94.jpg
MipsInsn.GetSimm = function(insn)
│      │   ├── Page95.jpg
  -- Lua5.3 shifts are all logical (WHY!?). threfore (insn<<48)>>48 cannot extend the sign.
│      │   ├── Page96.jpg
  -- Instead of using shift, do following
│      │   ├── Page97.jpg
  local bit = 16 -- sign bit place.
│      │   ├── Page98.jpg
  local v = insn & 0xffff
│      │   └── Page99.jpg
  local m = 1 << (bit - 1)
│      └── thumbnails
  v = v & ((1 << bit) - 1)
│          ├── BoxThumb01.jpg
  return (v ~ m) - m -- '~' is xor in Lua... how strange it is.
│          ├── BoxThumb04.jpg
end
│          ├── landscape
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
│          │   ├── BoxThumb01.jpg
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
│          │   ├── BoxThumb04.jpg
 
│          │   ├── Thumb01.jpg
return MipsInsn
│          │   ├── Thumb02.jpg
</pre>
│          │   ├── Thumb03.jpg
 
│          │   ├── Thumb04.jpg
'''ee-cpr0-alias.lua'''
│          │   ├── Thumb05.jpg
<pre>
│          │   ├── Thumb06.jpg
cpr = {}
│          │   ├── Thumb07.jpg
 
│          │   ├── Thumb08.jpg
cpr.index = 0
│          │   ├── Thumb09.jpg
cpr.random = 1
│          │   ├── Thumb10.jpg
cpr.entrylo0 = 2
│          │   ├── Thumb11.jpg
cpr.entrylo1 = 3
│          │   ├── Thumb12.jpg
cpr.context = 4
│          │   ├── Thumb13.jpg
cpr.pagemask = 5
│          │   ├── Thumb14.jpg
cpr.wired = 6
│          │   ├── Thumb15.jpg
cpr.badvaddr = 8
│          │   ├── Thumb16.jpg
cpr.count = 9
│          │   ├── Thumb17.jpg
cpr.entryhi = 10
│          │   ├── Thumb18.jpg
cpr.compare = 11
│          │   ├── Thumb19.jpg
cpr.status = 12
│          │   ├── Thumb20.jpg
cpr.cause = 13
│          │   ├── Thumb21.jpg
cpr.epc = 14
│          │   ├── Thumb22.jpg
cpr.prid = 15
│          │   ├── Thumb23.jpg
cpr.config = 16
│          │   ├── Thumb24.jpg
cpr.badpaddr = 23
│          │   ├── Thumb25.jpg
cpr.hwbk = 24
│          │   ├── Thumb26.jpg
cpr.pccr = 25
│          │   ├── Thumb27.jpg
cpr.taglo = 28
│          │   ├── Thumb28.jpg
cpr.taghi = 29
│          │   ├── Thumb29.jpg
cpr.errorepc = 30
│          │   ├── Thumb30.jpg
 
│          │   ├── Thumb31.jpg
return cpr
│          │   ├── Thumb32.jpg
</pre>
│          │   ├── Thumb33.jpg
 
│          │   ├── Thumb34.jpg
'''ee-gpr-alias.lua'''
│          │   ├── Thumb35.jpg
<pre>
│          │   ├── Thumb36.jpg
-- Recommended method to import this module:
│          │   ├── Thumb37.jpg
--  local gpr = require("ee-gpr-alias")
│          │   ├── Thumb38.jpg
--
│          │   ├── Thumb39.jpg
-- Using the global 'lang' variable is depreciated. This will change to a local-scope variable after
│          │   ├── Thumb40.jpg
-- the depreciation period has expired in April 2016.
│          │   ├── Thumb41.jpg
 
│          │   ├── Thumb42.jpg
gpr = {}
│          │   ├── Thumb43.jpg
 
│          │   ├── Thumb44.jpg
gpr.zero = 0
│          │   ├── Thumb45.jpg
gpr.at  = 1
│          │   ├── Thumb46.jpg
gpr.v0  = 2
│          │   ├── Thumb47.jpg
gpr.v1  = 3
│          │   ├── Thumb48.jpg
gpr.a0  = 4
│          │   ├── Thumb49.jpg
gpr.a1  = 5
│          │   ├── Thumb50.jpg
gpr.a2  = 6
│          │   ├── Thumb51.jpg
gpr.a3  = 7
│          │   ├── Thumb52.jpg
gpr.t0  = 8
│          │   ├── Thumb53.jpg
gpr.t1  = 9
│          │   ├── Thumb54.jpg
gpr.t2  = 10
│          │   ├── Thumb55.jpg
gpr.t3  = 11
│          │   ├── Thumb56.jpg
gpr.t4  = 12
│          │   ├── Thumb57.jpg
gpr.t5  = 13
│          │   ├── Thumb58.jpg
gpr.t6  = 14
│          │   └── Thumb59.jpg
gpr.t7  = 15
│          ├── Thumb01.jpg
gpr.s0  = 16
│          ├── Thumb02.jpg
gpr.s1  = 17
│          ├── Thumb03.jpg
gpr.s2  = 18
│          ├── Thumb04.jpg
gpr.s3  = 19
│          ├── Thumb05.jpg
gpr.s4  = 20
│          ├── Thumb06.jpg
gpr.s5  = 21
│          ├── Thumb07.jpg
gpr.s6  = 22
│          ├── Thumb08.jpg
gpr.s7  = 23
│          ├── Thumb09.jpg
gpr.t8  = 24
│          ├── Thumb100.jpg
gpr.t9  = 25
│          ├── Thumb101.jpg
gpr.k0  = 26
│          ├── Thumb102.jpg
gpr.k1  = 27
│          ├── Thumb103.jpg
gpr.gp  = 28
│          ├── Thumb104.jpg
gpr.sp  = 29
│          ├── Thumb105.jpg
gpr.fp  = 30
│          ├── Thumb106.jpg
gpr.ra  = 31
│          ├── Thumb107.jpg
 
│          ├── Thumb108.jpg
return gpr
│          ├── Thumb109.jpg
</pre>
│          ├── Thumb10.jpg
 
│          ├── Thumb110.jpg
'''ee-hwaddr.lua'''
│          ├── Thumb111.jpg
<pre>
│          ├── Thumb112.jpg
gif_hw  = {}
│          ├── Thumb113.jpg
vif0_hw = {}
│          ├── Thumb114.jpg
vif1_hw = {}
│          ├── Thumb115.jpg
 
│          ├── Thumb116.jpg
gif_hw.CHCR = 0x1000A000
│          ├── Thumb11.jpg
gif_hw.MADR = 0x1000A010
│          ├── Thumb12.jpg
gif_hw.QWC = 0x1000A020
│          ├── Thumb13.jpg
gif_hw.TADR = 0x1000A030
│          ├── Thumb14.jpg
gif_hw.ASR0 = 0x1000A040
│          ├── Thumb15.jpg
gif_hw.ASR1 = 0x1000A050
│          ├── Thumb16.jpg
gif_hw.SADR = 0x1000A080
│          ├── Thumb17.jpg
 
│          ├── Thumb18.jpg
vif0_hw.CHCR = 0x10008000
│          ├── Thumb19.jpg
vif0_hw.MADR = 0x10008010
│          ├── Thumb20.jpg
vif0_hw.QWC = 0x10008020
│          ├── Thumb21.jpg
vif0_hw.TADR = 0x10008030
│          ├── Thumb22.jpg
vif0_hw.ASR0 = 0x10008040
│          ├── Thumb23.jpg
vif0_hw.ASR1 = 0x10008050
│          ├── Thumb24.jpg
vif0_hw.SADR = 0x10008080
│          ├── Thumb25.jpg
 
│          ├── Thumb26.jpg
vif1_hw.CHCR = 0x10009000
│          ├── Thumb27.jpg
vif1_hw.MADR = 0x10009010
│          ├── Thumb28.jpg
vif1_hw.QWC = 0x10009020
│          ├── Thumb29.jpg
vif1_hw.TADR = 0x10009030
│          ├── Thumb30.jpg
vif1_hw.ASR0 = 0x10009040
│          ├── Thumb31.jpg
vif1_hw.ASR1 = 0x10009050
│          ├── Thumb32.jpg
vif1_hw.SADR = 0x10009080
│          ├── Thumb33.jpg
 
│          ├── Thumb34.jpg
return gif_hw, vif0_hw, vif1_hw, nil
│          ├── Thumb35.jpg
</pre>
│          ├── Thumb36.jpg
 
│          ├── Thumb37.jpg
'''language.lua'''
│          ├── Thumb38.jpg
<pre>
│          ├── Thumb39.jpg
-- Recommended method to import this module:
│          ├── Thumb40.jpg
--  local lang = require("language")
│          ├── Thumb41.jpg
--
│          ├── Thumb42.jpg
-- Using the global 'lang' variable is depreciated. This will change to a local-scope variable after
│          ├── Thumb43.jpg
-- the depreciation period has expired in April 2016.
│          ├── Thumb44.jpg
 
│          ├── Thumb45.jpg
lang = {}
│          ├── Thumb46.jpg
 
│          ├── Thumb47.jpg
lang.japanese = 0
│          ├── Thumb48.jpg
lang.english = 1
│          ├── Thumb49.jpg
lang.french = 2
│          ├── Thumb50.jpg
lang.spanish = 3
│          ├── Thumb51.jpg
lang.german = 4
│          ├── Thumb52.jpg
lang.italian = 5
│          ├── Thumb53.jpg
lang.dutch = 6
│          ├── Thumb54.jpg
lang.portuguese = 7
│          ├── Thumb55.jpg
lang.russian = 8
│          ├── Thumb56.jpg
lang.korean = 9
│          ├── Thumb57.jpg
lang.chinese_traditional = 10
│          ├── Thumb58.jpg
lang.chinese_simplified = 11
│          ├── Thumb59.jpg
lang.finnish = 12
│          ├── Thumb60.jpg
lang.swedish = 13
│          ├── Thumb61.jpg
lang.danish = 14
│          ├── Thumb62.jpg
lang.norwegian = 15
│          ├── Thumb63.jpg
lang.polish = 16
│          ├── Thumb64.jpg
lang.portuguese_brazil = 17
│          ├── Thumb65.jpg
lang.english_gb = 18
│          ├── Thumb66.jpg
lang.turkish = 19
│          ├── Thumb67.jpg
lang.spanish_la = 20
│          ├── Thumb68.jpg
lang.arabic = 21
│          ├── Thumb69.jpg
lang.french_canada = 22
│          ├── Thumb70.jpg
 
│          ├── Thumb71.jpg
return lang
│          ├── Thumb72.jpg
</pre>
│          ├── Thumb73.jpg
 
│          ├── Thumb74.jpg
'''pad-and-key.lua'''
│          ├── Thumb75.jpg
<pre>
│          ├── Thumb76.jpg
pad = {}
│          ├── Thumb77.jpg
 
│          ├── Thumb78.jpg
-- Left Side
│          ├── Thumb79.jpg
pad.LU = 0x0010 -- Up
│          ├── Thumb80.jpg
pad.LD = 0x0040 -- Down
│          ├── Thumb81.jpg
pad.LL = 0x0080 -- Left
│          ├── Thumb82.jpg
pad.LR = 0x0020 -- Right
│          ├── Thumb83.jpg
 
│          ├── Thumb84.jpg
-- Right Side
│          ├── Thumb85.jpg
pad.RU = 0x1000 -- Up (Triangle)
│          ├── Thumb86.jpg
pad.RD = 0x4000 -- Down (Cross)
│          ├── Thumb87.jpg
pad.RL = 0x8000 -- Left (Square)
│          ├── Thumb88.jpg
pad.RR = 0x2000 -- Right (Circle)
│          ├── Thumb89.jpg
 
│          ├── Thumb90.jpg
-- aliases
│          ├── Thumb91.jpg
pad.UP = 0x0010 -- LU
│          ├── Thumb92.jpg
pad.DOWN = 0x0040 -- LD
│          ├── Thumb93.jpg
pad.LEFT = 0x0080 -- LL
│          ├── Thumb94.jpg
pad.RIGHT = 0x0020 -- LR
│          ├── Thumb95.jpg
pad.TRIANGLE= 0x1000
│          ├── Thumb96.jpg
pad.CROSS = 0x4000
│          ├── Thumb97.jpg
pad.SQUARE = 0x8000
│          ├── Thumb98.jpg
pad.CIRCLE = 0x2000
│          └── Thumb99.jpg
 
├── sce_module
pad.L1 = 0x0400
│   ├── libc.prx
pad.L2 = 0x0100
│   └── libSceFios2.prx
pad.L3 = 0x0002
├── sce_sys
 
│   ├── about
pad.R1 = 0x0800
│   │   └── right.sprx
pad.R2 = 0x0200
│   └── keystone
pad.R3 = 0x0004
└── trophy_data
 
    └── SLES-50326_trophies.lua
pad.SELECT = 0x0001
pad.START = 0x0008
 
keyboard = {}
 
keyboard.ESCAPE = 0x1000
keyboard.SLASH = 0x1001
keyboard.SEPARATOR = 0x1002 -- backslash or pipe (\|)
keyboard.BACKQUOTE = 0x1003
keyboard.PAGEDOWN = 0x1004
keyboard.PAGEUP = 0x1005
keyboard.F1 = 0x1006
keyboard.F2 = 0x1007
keyboard.F3 = 0x1008
keyboard.F4 = 0x1009
keyboard.F5 = 0x100a
keyboard.F6 = 0x100b
keyboard.F7 = 0x100c
keyboard.F8 = 0x100d
keyboard.F9 = 0x100e
keyboard.F10 = 0x100f
keyboard.F11 = 0x1010
keyboard.F12 = 0x1011
</pre>
 
'''ps2.lua'''
<pre>
require("ee-gpr-alias")
require("utils")
 
MipsInsn = {}
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end
 
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
 
-- return FIFO queue of stack trace
-- the queue item is { caller-addr, return-from }
--
-- example:
--    print("=== stack trace ===")
--   local stack_trace = MipsStackTrace(eeObj, eeObj.GetPc()+4, eeObj.GetGpr(gpr.ra), eeObj.GetGpr(gpr.sp))
--   while not stack_trace:isEmpty() do
-- local caller = stack_trace:dequeue()
-- print( string.format(" 0x%08x [will return from : %x]", caller[1], caller[2]) )
--   end
--
-- NOTE: you must +4 against GetPc() if you in a EE/IOP hook.
-- Because EE/IOP jit executed the instruction at the address already and it might affect $sp or $ra.
--
-- obj : eeObj or iopObj
-- pc  : current pc (from GetPC or readout from thread context)
-- ra  : current ra (from GetGpr or readout from thread context)
-- sp  : current sp (from GetGpr or readout from thread context)
MipsStackTrace = function (obj, pc, ra, sp, depth)
  local max_depth = depth or 10 -- max trace depth
  local n_j = 1
  local jmax = {}
  local depth = 0
  local bdl_count = 0
  local new_pc    = 0
  local icount    = 0
 
  local result = Queue.new()
  local pushed_ra = Queue.new()
  while depth < max_depth and icount < 2048 do
  -- TODO: error checks
  if (pc & 3) ~= 0 then
return result
  end
  pc = pc & 0x01ffffff
  sp = sp & 0x01ffffff
  local insn = obj.ReadMem32(pc)
  -- print(string.format("trace .. pc=%x insn=%x", pc, insn))
  -- result:enqueue( { pc, insn } )
 
  if MipsInsn.IsJr(insn) and MipsInsn.GetRs(insn) == gpr.ra then
bdl_count = 1
depth = depth + 1
new_pc = ra
-- print(string.format("jr ra : ra=%x", ra))
icount = 0
-- print(string.format("enqueue caller pc=%x ret addr=%x", new_pc-8, pc))
result:enqueue( {new_pc-8, pc} ) -- {return-addr, where-from}
  elseif MipsInsn.IsAddiu(insn) and MipsInsn.GetRt(insn) == gpr.sp and MipsInsn.GetRs(insn) == gpr.sp then
sp = sp + MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
-- print(string.format("addiu sp,sp,** : new sp = %x", sp))
  elseif MipsInsn.IsLq(insn) or MipsInsn.IsLd(insn) or MipsInsn.IsLw(insn) then
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
-- the code might push $ra on the stack after start pc.
-- in such case, we must not retrieve $ra value from the memory.
if pushed_ra:isEmpty() then
  local imm = MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
  -- print(string.format("retrieve ra from stack(%x) : sp=%x imm=%x", sp+imm, sp, imm))
  ra = obj.ReadMem32(sp + imm)
  -- print(string.format("load ra,%x(sp) : sp = %x+%x, ra = %x", imm, sp, imm, ra))
else
  -- print(string.format("retrieve ra from pushed one"))
  pushed_ra:dequeue()
end
end
  elseif MipsInsn.IsSq(insn) or MipsInsn.IsSd(insn) or MipsInsn.IsSw(insn) then
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
pushed_ra:enqueue(pc);
end
  elseif MipsInsn.IsJ(insn) then -- j **
local imm = MipsInsn.GetTarget(insn)
imm = imm << 2
if pc == imm then
-- jump to self? maybe we can ignore it.
else
new_pc = imm
-- print(string.format("j ** : new_pc = %x", new_pc))
bdl_count = 1
for t=1, n_j do
  if jmax[t] == new_pc then
  return result -- closed loop
  end
end
if n_j > 1024 then
  return result -- jump buffer overflow
end
jmax[n_j] = new_pc
n_j = n_j + 1
end
  elseif MipsInsn.IsBeq(insn) and MipsInsn.GetRs(insn) == gpr.zero then -- beq zero,**
local offset = MipsInsn.GetOff(insn) -- ((insn<<48) >> 48)
offset = offset << 2
new_pc = pc + 4 + offset
 
if pc == new_pc then
-- jump to self? maybe we can ignore it
else
-- print(string.format("beq zero,** : new_pc=%x", new_pc))
bdl_count = 1
for t = 1, n_j do
  if jmax[t] == new_pc then
  return result
  end
end
if n_j > 1024 then
  return result
end
jmax[n_j] = new_pc
n_j = n_j + 1
end
  elseif MipsInsn.IsEnd(insn) then -- end
-- print(string.format("end"))
return result
  elseif MipsInsn.IsJal(insn) then -- jal **
local imm = insn & 0x03ffffff
imm = imm << 2
-- print(string.format("jal ** : addr = %x", imm))
-- call
  end
 
  icount = icount + 1
  pc = pc + 4
 
  -- -- print(string.format("bdl_count=%d", bdl_count))
  if bdl_count > 0 then
if bdl_count == 2 then
pc = new_pc
bdl_count = 0
else
bdl_count = bdl_count + 1
end
  end
  end
  return result
end


PS2 = {}
PS2.GetCurrentThread = function(eeObj) return eeObj.ReadMem32(0x12fac) end
PS2.GetThreads = function(eeObj)
  local EE_THREAD_BASE = 0x18000
  local EE_NUM_THREADS = 0x100
  local th = EE_THREAD_BASE
  local result = Queue.new()
  for t = 0, EE_NUM_THREADS-1 do
  -- 0 : node_prev
  -- 4 : node_next
  -- 8 : status
  -- 12: pc
  -- 16: sp
  -- 20: gp
  -- 24: init_pri
  -- 26: curr_pri
  -- 28: wstat
  -- 32: waitId
  -- 36: wakeupCount
  -- 40: attr
  -- 44: option
  -- 48: func
  -- 52: argc
  -- 56: args
  -- 60: stack
  -- 64: size
  -- 68: root
  -- 72: endOfHeap
  local status = eeObj.ReadMem32(th + 8)
  if status ~= 0 then
local id    = t
local pri  = eeObj.ReadMem16(th + 26)
local gp    = eeObj.ReadMem32(th + 20)
local pc    = eeObj.ReadMem32(th + 12)
local sp    = eeObj.ReadMem32(th + 16)
result:enqueue( {id=id, status=status, pri=pri, gp=gp, pc=pc, sp=sp} )
  end
  th = th + 76
  end
  return result
end
</pre>
</pre>


'''utils.lua'''
=Links=
<pre>
*More info: http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/
-- utility classes/functions
*More emulator configurations examples: https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List  
 
-- Stack
-- ex:
-- my_stack = Stack.new()
--  my_stack:push( val )
-- print( my_stack:pop( val ) )
Stack = {}
 
function Stack.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Stack})
end
 
function Stack:push(x)
  table.insert(self.buff, x)
end
 
function Stack:pop()
  return table.remove(self.buff)
end
 
function Stack:top()
  return self.buff[#self.buff]
end
 
function Stack:isEmpty()
  return #self.buff == 0
end
 
 
-- Queue
-- ex:
-- my_queue = Queue.new()
-- my_queue:enqueue( val )
-- print( my_queue:dequeue(val) )
Queue = {}
 
function Queue.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Queue})
end
 
function Queue:enqueue(x)
  table.insert(self.buff, x)
end
 
function Queue:dequeue()
  return table.remove(self.buff, 1)
end
 
function Queue:top()
  if #self.buff > 0 then
    return self.buff[1]
  end
end
 
function Queue:isEmpty()
  return #self.buff == 0
end
</pre>
 
= Links =
 
* [https://psi-rockin.github.io/ps2tek/ PS2 Hardware Documentation]
* [https://pastebin.com/yf802Up3 Graphics Synthetizer title fix guide]
* [https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs]
* [http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
* [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
* [https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables]
* [https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
* [https://github.com/florinsdistortedvision/ps2-classics-emus Most base emulators for PS2 Classics released on PS4 by florinsdistortedvision]
* [https://github.com/Zcor3x/Playstation-2-Classics-PS4 Most base emulators for PS2 Classics released on PS4 by Zcor3x]


{{Reverse Engineering}}
{{Reverse Engineering}}
<noinclude>
<noinclude>[[Category:Main]]</noinclude>
[[Category:Main]]
</noinclude>
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